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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
 
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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?
2015-03-09 18:46
chatGPZ

Registered: Dec 2001
Posts: 11386
and even more relevant: where is the crack of that hummer game?
2015-03-09 21:06
MagerValp

Registered: Dec 2001
Posts: 1078
You need Hummer hardware to run it, and if you do you already have the game in ROM :P
2015-03-09 21:07
chatGPZ

Registered: Dec 2001
Posts: 11386
well you could run it in VICE :) (not much different from the recent metaldust release =P)
2015-03-10 05:18
ChristopherJam

Registered: Aug 2004
Posts: 1409
As for the original price question, I'm with Six, $50k sounds about right.

My reasoning's a little different - I was thinking a good solo coder/artist, full time over a longer time period, plus a much smaller commitment from a musician.
2015-03-10 07:53
Disthron
Account closed

Registered: Sep 2013
Posts: 21
I have to say, having my original post at the top of every page really throws me off tracking what's being talked about.

I have been following the thread, I just don't have a lot to comment on as you guys get into the more technical stuff.

@Six: Like other people have commented a 50K+ stretch goal on a 5K project is probably a bridge too fare. I mean, my initial guess was an additional 5K. Bringing the total up to 13K.

That being said, a few people have expressed interest in doing it just for fun. So while I can't really promise it in the Kickstarter, it may still get completed.

One last thing, some people have been talking about software sprites vs hardware sprites. Can the two be combined? That is some hardware and some software sprites. People have also been mentioning multiplexing and I'm not sure what that means. It seems to have something to do with getting more sprites on screen.
2015-03-10 07:58
Oswald

Registered: Apr 2002
Posts: 5094
5 people doing what ? its not like gfx and music would need as much work as code.

2 coder
1 gfxer
1 musician

in hungary the wages are not high, but $25/hour is top level management kind of money here. are you sure ? and its a "least"?:)


for $50k I would do it alone, incl gfx & music :) hence money is not the motivator! :)
2015-03-10 08:04
Oswald

Registered: Apr 2002
Posts: 5094
yep, multiplexing is about getting more than 8 sprites on screen. basically as the screen redraws top->bottom, after a sprite has been displayed you can change its Y coord to a lower position (also X coo, gfx, color, etc) and it will be redisplayed.

usually in shooters bullets are soft sprites (characters), but afaik soft/hard was never combined to make 1 sprite. its impractical.

I think bushido tech is the best for this, with char bg.
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