Log inRegister an accountBrowse CSDbHelp & documentationFacts & StatisticsThe forumsAvailable RSS-feeds on CSDbSupport CSDb Commodore 64 Scene Database
You are not logged in - nap
CSDb User Forums


Forums > C64 Coding > Looking for C64 programmer [paid]
2015-03-07 11:01
Disthron
Account closed

Registered: Sep 2013
Posts: 21
Looking for C64 programmer [paid]



Hi everyone,

I've been developing a retro throw back game for the PC in the style of the Commodore 64. I'm working on a Kickstarter project to get it finished and I was thinking of having an actual Commodore 64 port as one of the stretch goals.

No one on the team has any live C64 programming experience so I'm putting the call out to people who might be interested in working with us. The artwork will have to be converted. Our artists try to stay as faithful to C64 specs as possible but little things can still slip through the cracks. Also you'll basically be on your own programming wise. If you're interested in the project please send me a PM and we can talk more about specifics.

Since this will be a stretch goal I can't guarantee this will go ahead even if we get funded. But I need to talk to someone in order to know how much it will cost, and thus how much to ask for in the stretch goal.

Thanks for reading my post.
~Disthron
 
... 63 posts hidden. Click here to view all posts....
 
2015-03-09 08:20
ChristopherJam

Registered: Aug 2004
Posts: 1409
You're probably right, Oswald. I just prefer saying "This would cost you X" to saying "this cannot be done"

It's all compromises, and decisions like "six thin enemies vs two wide enemies" are ones I'd rather leave to the game designer.

I do agree that the arch adds very little for its cost, and a char mode background should be just fine if the graphicians are worth their salt. Still think I'd lean towards keeping the left-right panning, if not the up-down.
2015-03-09 13:25
cadaver

Registered: Feb 2002
Posts: 1160
The main question to me is whether one would want to go full softwaresprite -route, which in theory allows 1:1 porting of the characters size-wise, and with no sprite limits, just slowing down the more (and bigger) enemies there are.

If the choppyness of the video the same as in actual PC gameplay, it might even have a nice "low FPS" aesthetic. Though I wouldn't swear that the C64 could maintain that same speed, especially when scrolling a bitmap background.

However, to avoid color clashes it would likely mean only having the same 4 colors on both the characters and background, which could get dull.
2015-03-09 13:53
Oswald

Registered: Apr 2002
Posts: 5094
definitly no soft sprites, color clash & speed would be problematic. one could go down the speccy route with thick black outlines to solve the clash problem, but then still color memory has to be updated, and how on earth one would scroll the bg, that alone would need something like 3,5 frames (8000 bytes + lda ,x sta ,y do the math). then double buffering eats up memory..
2015-03-09 13:57
CreaMD

Registered: Dec 2001
Posts: 3057
Software sprite route would rock. In past many games got bend to hardware sprite constraints and their aesthetics was diminished. Or visual design was completely changed (like with Amaurote.. check Atari and Speccy version for isometric superriorness).
P.S.: Agrees with Oswald that it would be a very risky route though ;-)
2015-03-09 14:31
ChristopherJam

Registered: Aug 2004
Posts: 1409
Yes, colour clash on software sprites would be a pretty major issue, and the ram cost for the buffers would be quite high.

Scrolling's not such a problem though - $d011 tricks to the rescue :D
2015-03-09 16:00
Six

Registered: Apr 2002
Posts: 293
I've been involved in such a project before (DTV/Hummer), and my observations based on that experience:

You're going to need several people, each with experience in commercial game production for the c64, with differing specialties, to make this happen.

You will need at least one person whose sole role is to produce the graphic and/or audio elements. We had one of each on the Hummer team. IIRC, Andrew Fisher was the audio guy.

You will need at least one person who specializes in conversions and tooling, and can also do some of the grunt-work coding. This was my role on the Hummer team.

You will need a very organized project manager. If you can get Robin Harbron, you should. He did amazing work on the Hummer project.

You will need at least two engine-programmers, one with a strong background in game engine development, the other with a strong grasp of VIC-trickery. This was Adrian Gonzalez and Robin Harbron on the DTV team.

Finally, you'll need a BUNCH of dedicated testers - people who have solid experience playing CC64 games, and who can handle setting up VICE, etc...

Just my advice, your milage may vary. The DTV/Hummer team could probably be put back together for the right price if you're serious. Just don't run the end product through some cost-reduction process in HK. ;)
2015-03-09 16:09
Mr. SID

Registered: Jan 2003
Posts: 424
Interesting, anything you can tell us related to the budget for the Hummer project?
2015-03-09 16:45
Six

Registered: Apr 2002
Posts: 293
Not really. No-one really talked about what they were making - it wasn't the reason we were doing the gig in the first place, though - all of us were friends with the hardware designer (Jeri) and were going to do the gig no matter what the terms were.

FWIW, to the original poster, I'd love to be a part of your project if it works out. I can cover tooling, and some of the organization, grunt-code, and some testing, but you'd also need some heavies to fill out the team if you want to actually complete a game of this complexity.
2015-03-09 16:57
Six

Registered: Apr 2002
Posts: 293
Rereading the original post, re: costs...

I'd guesstimate 5 people at about 10 weeks if it were full-time (it probably wouldn't be, people have real jobs). So more like 20 hours stretched over 16 or so weeks. 1600-2000 total man-hours.

SO say 2000, because these things always run high. 2000 man hours, at LEAST $25/hour (or no-one will take the work seriously), you're looking at about 50K for the job. And that's assuming your testers are all just in it for the credit and free copy of the game, and that you can get people who will do this highly specialized work for that rate.

Your best bet would be to tie compensation to "milestones" so you can control the progress (and so people don't get distracted by other projects with quicker pay).

Again, all just my opinions, based on my experience on one paying c64 project and real-life day job in software development. Your milage may vary.
2015-03-09 18:41
CreaMD

Registered: Dec 2001
Posts: 3057
Six, sane approach. But what is DTV/Hummer? Any videos around?
Previous - 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 - Next
RefreshSubscribe to this thread:

You need to be logged in to post in the forum.

Search the forum:
Search   for   in  
All times are CET.
Search CSDb
Advanced
Users Online
csabanw
crayon/Hokuto Force
goto80/HT
Guests online: 103
Top Demos
1 Next Level  (9.7)
2 13:37  (9.7)
3 Mojo  (9.7)
4 Coma Light 13  (9.6)
5 Edge of Disgrace  (9.6)
6 What Is The Matrix 2  (9.6)
7 The Demo Coder  (9.6)
8 Uncensored  (9.6)
9 Comaland 100%  (9.6)
10 Wonderland XIV  (9.6)
Top onefile Demos
1 No Listen  (9.6)
2 Layers  (9.6)
3 Cubic Dream  (9.6)
4 Party Elk 2  (9.6)
5 Copper Booze  (9.6)
6 Dawnfall V1.1  (9.5)
7 Rainbow Connection  (9.5)
8 Onscreen 5k  (9.5)
9 Morph  (9.5)
10 Libertongo  (9.5)
Top Groups
1 Performers  (9.3)
2 Booze Design  (9.3)
3 Oxyron  (9.3)
4 Triad  (9.3)
5 Censor Design  (9.3)
Top Webmasters
1 Slaygon  (9.6)
2 Perff  (9.6)
3 Sabbi  (9.5)
4 Morpheus  (9.4)
5 CreaMD  (9.1)

Home - Disclaimer
Copyright © No Name 2001-2024
Page generated in: 0.042 sec.