Posts | ||
---|---|---|
How much time and money would it take to put a game onto xbox one from xbox | Locked | |
Thread Options | ||
Nov 5 2016 Anchor | ||
Hi all, How much time and money would it take to put a game that was three quarter finnised, and was going to go on xbox 360 and PS3, but tunded to play no xbox one and PS4, when the engine, is he MADNESS Engine is Slightly Mad Studios critically acclaimed next-gen, cross-platform game engine, and the game is Pcars, the game was stated on old gen, but in the end went out on new gen, just need to know as the engine is next-gen, cross-platform game engine, how much time, man power and money would this take roughly. Thank you for your time and help. slightlymadstudios.com/tech.html Wayne |
||
|
Feb 9 2017 Anchor | |
How long is a string? Not only would it take a lot of time and resources, but it would be difficult as well since you are trying to retro-fit a current-gen game into a past-gen gaming console. Even if you reduce the textures and turn the shaders to shit and strip away large part of the content, you are most likely going to suffer massive performance problems. I mean: deciding to release on PS4/XONE instead of PS3/360 wasn't just an economical decision. Maybe they realized that in order to meet their visions and the necessary performance requirements, they HAD to pick more modern platform. In short: This idea is a complete waste of time! Edited by: Nightshade -- - My portfolio |
||
Feb 15 2017 Anchor | ||
on the other side, they have released games on PS360, it shouldn't be impossible. I think it would rather require to chop some features, e.g. how many cars you have in a race, maximum resolution, polygonal detail etc. Thus, most work would be content adjustment and a lot of QA work, +2 to 4 engineers, then maybe 6 months until it could go to some TRC check. But to really evaluate this, you'd need to have a deeper look at the current state. Porting is mostly about solving problems, hence you first have to evaluate the possible issues and how long/costly possible solutions would be. e.g. if the UI is made resolution independent, you have no work, if the UI is made for 1080p+, you'd need to either find a technical solution to get it work, or some artist would need to redo it all and some QA would need to validate it (e.q. is all text readable). There would be further maintenance cost e.g. multiplayer services, DLCs, etc. edit: just happened to remember, there is a guy in another forum who offers porting services, ask him if you have a budget: Gamedev.net if you are really serious, try to get in touch with some company that is specialized in porting games, e.g. Irongalaxystudios.com Edited by: naret |
||
|
Feb 16 2017 Anchor | |
naret wrote: If this person was "serious" as you put it, he or she wouldn't mess with other companies intellectual property. Just saying. Edited by: Nightshade -- - My portfolio |
||
Feb 16 2017 Anchor | ||
Nightshade wrote:naret wrote: Could you please quote that part of his post where he is messing with the IP? I honestly don't see anything like this, not even ambiguously written. I only see his request for a cost and time estimate. |
||
|
Feb 18 2017 Anchor | |
naret wrote:Nightshade wrote:naret wrote: Here:
PCars is Project Cars: -- - My portfolio |
||
Feb 18 2017 Anchor | ||
Mentioning a game title is messing with an IP already? |
Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.