Much like how the time to code is a function of the number of features, the art is function of how much art there is. This is something that you would know up-front from your detailed Game Design Document. Every character, every monster, every gun, every window, wall and patch of dirt needs an artist to create it.
For some games, this can become overwhelming for new developers. Oh boy, I soon realised how ridiculous that idea was. The amount of art that is required for a JRPG is enormous. This is the same for many genres. And all that adds time to the creation process.
A sprite should probably take you a day. But keep in mind a sprite is a character with all his animations. Art takes a long time. A dream duo for game development is a programmer and an artist.
In my article on making quick chip-tune music you can create a music track in about half a day. The amount of time spent programming and doing art will be re-used to write the music for the game.
And depending on just how… epic and orchestral you want the music to be, it will take much longer. That stuff will take a good day from someone who knows how to make music, per track. The Sound Effects are a different kettle of fish. But if you have a specific sound in your head for that laser, you better be ready to spend a lot of time tweaking it until you get it where you need it.
Otherwise, play a synth note and throw some filters on it and you got yourself a laser sound. A really good idea is to create and maintain a devlog. You also need periods of rest and refactoring. Michel Mony talk about it more in his article Getting Games Done in But one of the biggest things that increase time is the polish. Make the game feel good, tween those animations, perfect those pixel placements, improve the UI.
I hope this has proved instructional for you to understand how much time you need to make your game. You must be logged in to post a comment. Week 5 , more polish. Week 6 , game is release to the world. So it takes longer than you think. But just how long? Do you have a game design document? Do you have an engine in mind? Do you have experience with that engine? Do you have an art-style in mind? Do you have a source for music and sound effects? How much time does it take to make a Game Engine?
How much time does it take to create a Game Design? How much time does it take to code a video game? A common practice in agile teams is to multiply the estimation they get by some arbitrary factor In fact Hofstadter's Law: It always takes longer than you expect, even when you take into account Hofstadter's Law.
Therefore, I may pick the arbitrary factor 3 and multiply our estimation to get a total time of 12 to 39 years. Then Hofstadter's Law. On the other hand, most of that time is expend into creating a custom engine. If you use an existing engine instead, it will probably save you around 3 to 9 years of work. If you use free art assets, or can get somebody to work on the art assets sound, music, graphics, etc I would expect it would save you It is hard to compare making assets with programming; also, the amount of work depends on how heavily your game depends on art assets.
Note: I base the above on what we know about software engineering and a single data point: Dejan Radisic working on Underrail. Do not consider this single data point statistically relevant. We also know that software estimation is susceptible to psychological anchoring that is, given a guess estimate, even professional and well-trained engineers will yield estimates that approach the guess estimate given. Finally, consider the Wait Equation [1].
We are steadily getting better developer tools and reusable software that will allow you to develop a similar product in less time. Therefore, there is an ideal wait time that optimizes the total time to finish a development task by taking advantage of the improvements in the technology.
It might be the case that it took Dejan Radisic three to four year to work on the game engine simply because the tools available at were not as good as those you find today.
I do not think we have enough data to calculate the how much time you will save by just waiting to start your project and taking that time to study software development and familiarize yourself with a variety of tools by merit of improvement in existing tools and you getting better as developer. The underlying idea is that given the improvements in travel technology, for a given arrival date to a destination there must be an ideal departure moment.
Doing a prototype could be a good idea in your case. After this you can scope your full game based on what you want the final result to be and how much time you are willing to commit. Building a full game as a one person team generally takes months even for an experienced developer, maybe even years. The usual advice is to start small. You can always expand more on a small game later - maybe that first prototype evolves all the way into a final product.
Or you start a fresh one making use of all the skills you learned building your first small game. The important thing at your stage and I believe the only way to truly answer your question is starting to develop something. Sign up to join this community. The best answers are voted up and rise to the top. Stack Overflow for Teams — Collaborate and share knowledge with a private group.
Create a free Team What is Teams? Learn more. Realistically, how long would it take for 1 person to create a 2D isometric RPG? Asked 4 years, 2 months ago. Active 4 years, 2 months ago. Viewed 7k times. Improve this question. TCassa TCassa 1 1 silver badge 4 4 bronze badges. Maybe a decade, plus or minus a decade? I have a feeling though that what you're hoping to get out of this question isn't really a time estimate.
Are you just looking for validation that yes, you can make games? Just start small, smaller than what you think "small" is. Build up your skills on something you can finish in a weekend for starters. Add a comment.
Active Oldest Votes. Addendum: We also do not know how many hours per day did Dejan Radisic put into the development. Addendum: If you did pay attention, I told a lot of reasons why these estimations are wrong. Improve this answer. Theraot Theraot I've come to know from working in a quasi-development area that everything always takes longer than predicted!
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