From: dave@prc.unisys.com (David Lee Matuszek)
Newsgroups: comp.sys.mac.games
Subject: Re: Mac game developer seeks advice
Date: 19 Nov 92 20:17:07 GMT
Organization: Paoli Research Center - Paoli, PA

In article <1992Nov15.212156.14708@afterlife.ncsc.mil> mssmith@afterlife.ncsc.mil (M. Scott Smith) writes:
>
>[1] Do I need to support black and white?

Depends.  There are a lot more cheap B&W machines out there than there
are color machines.  B&W greatly expands your potential market.  On
the other hand, if the game really requires color, so be it.

>[2] Can I make System 7 a requirement?

A lot of people are still using System 6.  Some people like it
better, others can't afford the memory upgrade they would need to run
System 7.

If you really need System 7, use it.  My bet is that you don't use
networking support, publish & subscribe, or any of the other major
capabilities System 7 gives you.  If it's just a case of System 7
being a little more convenient, IMHO that's not a good enough reason.

>[3] Is a game window the size of a Classic's screen big enough?

Well, that depends on the game.

Most everybody would prefer being able to adjust the window size to
match their screen, either automatically or by manually resizing the
window.  The two big questions are (1) whether there is good use for a
larger screen (the user can see more of the map, for example), and (2)
how hard it is to adapt the program to the screen size.  If it makes
sense to allow different size windows/screens, and if it doesn't
double your code size, then you should do it.

>[4] Do you buy Mac games?

Many.  I also pay for shareware games that get a good solid workout
(but not for ones I try a couple times and then forget about).

>   Finally, what is a fair price to charge for a game, be it commercial or
>shareware?

Depends on effort and overall quality.  $19 to $40 is a typical
commercial price (mail order); $5 to $25 is more typical for
shareware.  You spent "a few weeks" on it?  Unless it's exceptionally
original, aim for the low end of this range.

>[5] What are your feelings on copy protection?

I'll skip my feelings, and just comment on the result.  I no longer
buy any copy-protected software, of any kind.

I do have older copy-protected software, purchased before I decided
it was no longer worth buying.  However, I only ever use the ones for
which I have broken the copy protection.

>[6] What types of games do you like?

Simple games that I don't have to spend a lot of time learning the
rules (most arcade-style games meet this, but it isn't my favorite
genre); games I can play in 5-10 minutes to an hour (important, since
I never get more than that at a time); visually beautiful games.

All my favorite games meet these criteria, except Spaceward Ho!, which
I greatly enjoy but only play when I come into an unexpected amount of
spare time.

>   This game I'm writing is kind of a traditional arcade-style game.  It
>doesn't have tons of amazing 24-bit graphics.  I don't have any artists on
>the team (unfortunately, since I'm a better programmer than artist).  And

Get one.

You might consider releasing the game as shareware to get comments on
playability, and if people like it (NOT equivalent to paying for it!),
think about going commercial when you get decent graphics and other
improvements.  (Haven't done this myself, just so you know how much my
advice is worth.)

  --dave

-- 
"The majority of the stupid is invincible and guaranteed for all time.
The terror of their tyranny, however, is alleviated by their lack of
consistency."      -- Albert Einstein
Newsgroups: comp.sys.mac.games