Besides buying the Apple SDK for $99 (or $299 for big-shots), how does developing a game cost money? I mean, how does it cost money to enter code and then test it out? If that's not all there is to it, please correct me. But how does that cost money? I hear countless devs say they can't update a game until they get more sales, because updating costs money. How? Any feedback, positive or negative, is welcome.
Well, first of all it takes time, and time is money. Secondly, it may cost money for learning materials. Finally, they might spend money on different programs, such as 3d model makers, photoshop, or a music program.
Let me know when you find a team of competent Objective-C developers, artists, and musicians willing to work for free. I wrote a blog post on this not too long ago. Costs for developing an iPhone game (like any software development project) can snowball quickly.
I'm guessing you are a teenager with lots of free time and no income? In your case, it costs nothing to develop because you don't have any other income generating skills. For someone who can get a job, the (simplified) choice is a) should I make money from my job or b) program this game. The money it costs is the money that you didn't make from the job you could have been doing. Also, hiring other programmers and artists to work on the game also costs $$. arn
Okay, so it may cost money to pay people, but what about those one- or two-man shows who develop iDevice games. Does the necessary software needed to make an iDevice game cost money to download? I believe it's called C++ or something like that.
if you exclude time and knowledge from the equation, this is what you need to develop an iPhone or iPod Touch game: iPhone or iPod Touch Intel Mac $99/year developer fee arn
No, I don't want to develop games, I just am not getting how it costs money to develop. Ok, so now I know. It's the money you could've earned. Thanks, arn!
unless, as mentioned, you're a kid in your bedroom and time/money isn't important then it isn't an issue. And, as mentioned, when running a business time is money so you cant spend forever on a game even if you have all the skills. you must outsource. but, if you just want to develop in your bedroom for fun then yes, in theory it's cheap. but, as with all learning things, who's to say how long you'll take to learn, or even if you're capable of learning it in the first place? learning coding, learning how to be a good cg artist, and then being able to write music (all of which are needed) is more an impossible task than a task of time and money. saying that, look at games like icopter or some of those older retro games - absolutely as simple as they come, relatively little involved in graphics, coding and sound, but sell a fortunes worth. a winning idea. but as mentioned, who's to say you even have the ability to grasp the basics? as far as coding goes i know i dont, but then, thats why i outsource.
Again, I don't want to develop, I just wasn't positive on how it costs money to develop. I've found my answer, and thanks everybody for all your help.
Costs: Time (lots) 99$ for dev fee to submit apps. Mac (low end 1000$ high end 1700+) iPhone or iPod Touch (ipt 299$ for low end 499$ for high end) More time More time Learning materials or books. Artist (if you want art done for you) Sub Programmer ( if you want the app to be done faster) Unity (for 3d games if you want but optional) And finally MORE TIME
The actual cash I spent on Realmaze3D (not counting the value of my time, whatever that is): $599 Mac mini (already have a Power Mac G5 but can't develop for iPhone on it) $219 for iPod touch $1250 Unity iPhone Advanced (got it on sale, normally $1500) $99 Apple developer fee $42 for sound effects $139 for translations Also the $2167 for the first four items will be spread over multiple projects. --Eric
Being in high school hasn't prevented a number of developers from releasing iPhone games. I had my first game published when I was in high school. Although after two, I took a detour into graphic design, and only got back into game programming a couple years ago when I discovered Unity. --Eric