tylerregas's Recent Forum Activity

  • I do not yet have a paid Apple developers account. The plan is to raise marketing and publishing funds via the IndieGoGo campaign based on the initial build of the game. Of course, some of that money will also go to the developer as well as production of the graphics assets to be added later (the game can work without graphics, but it will look better with them). I have no intention of inserting ads of any kind in the game. I hate that, so I'm not going to do that to other people.

    The game will be paid and I'm hovering between $0.99 and $1.99. I believe either well qualify for impulse buy, and there's a bevy of other content that will be added aside from the game that will make it compelling. I and my friends are also working on a card game (real cards, not digital) that will fall into the same category as this game, so there's more potential for cross-marketing.

    As for the 50% for the first two years, I just want whomever the developer is to be happy that they took a week or two out of their regular work to slap this thing together for me. I want you to feel that you are getting something out of this and be rewarded for your work. If I were a VC or had money, I'd happily pay a developer for their work, but instead I must offer other incentives.

    Thanks for keeping this idea alive -TC

  • If I had the ability to pay up front, I would gladly do so. Unfortunately, I do not. I am very willing to discuss terms that are NOT the 10% for the first year, however. How about 50% for the first two years and then 10% for the next three?

    Additionally, if you knew how ludicrously simple the idea is, I doubt you'd see it as a risk at all. I'm just trying to get an idea off the ground, maybe put some money in the pockets of myself and a developer, and keep moving forward.

    I get the sense that people really want to know what the idea is before committing. I just can't do that. I'm not asking you to trust me, but this is one of those things that if you were to know, you'd slap your head and say, "Oh yeah! Someone else would take that in a flat second if you let that out."

    It would be akin to me giving away a winning lottery ticket. Well, at least a 1 in 10 chance that it's a winning lottery ticket

  • Thank you, Justin.

    I'm still seeking a C2 coder for a simple app that shouldn't take any longer than a week or so to get to alpha. It's really simple. In case anyone is curious, it is a drinking game. I will reveal the mechanics to the selected developer.

  • Uniform, thanks for your input. I'm sorry that you have had bad experiences.

    Multi-player games do not have to be online. Just think about how people play pre-internet games. They bust out a board set and play around a table or on the floor. Each person is playing the same game, in turns. My game is not turned based, but it based around all players being around the phone or tablet to play.

    You're right. There are a lot of "ifs", and that is true with any venture attempted. I am going into this with the fully matured understanding that it might not go anywhere. It surely won't if I don't try, and in order for me to try, I must enlist others who are skilled where I am not. I'd hate to think that you're suggesting that only people who have the ability to make an idea real should have ideas. That would make life a terribly structured place to live and wouldn't spawn a lot of creativity or sharing.

    And just so you know, those are purely examples, not expectations. I'm well aware that most don't make it in any market. I also have nearly 20 years of experience in the publishing industry as a freelancer and I have an agent who gets paid before I do. It's all part of the game. We all have to play.

    As for the projects you have worked on before, I'm sorry you've had bad experiences. If I thought that this game concept was any more complex than it is, I'd be looking for some initial funding. There is one misconception you have about ideas and game design I'd like to give you some added perspective on, however. A game idea cannot be protected. A game design can be considered for potential protection. You need to look at it from the marketing standpoint and you'll see where I'm coming from.

    While no guarantee, the first and most aggressive to market with an idea is typically the most successful. It is for this very reason that I am not revealing my concept in public. There is a part of me that does not want to see copies of my game of any kind, but I know they will come. However, if I do it first and do it right, then there is a much greater chance to see it go big. You should be learning lessons from Apple. They hid the iPhone before they rolled it out and it took the other companies YEARS before they started making a dent in Apple's lead.

    This is the power of discretion.

    So, I can't tell if you want to help and are just being wary or if you're genuinely warning me away from disaster, but rest assured that I am the analytical type. I step through as many possible iterations as I can before making a decision. On the other hand, I don't deliberate too long, or the opportunity is lost. Sometimes you win. Sometimes you lose.

    That's life.

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  • That URL it removed is about DOT me SLASH tylerregas. You can email me direct from there.

  • I would love working with you, but I would like to have a lifetime %...

    As well as a clear written email once amount is decided so we are both protected from project creep and price change...

    Anything else we need to discuss before moving forward? We should also move to private messages...

    Looking forward to working with you!

    Justin \~Ant

    Antares, I'm sorry I haven't gotten back to you sooner. It appears that we cannot PM each other as we do not yet have the requisite 500 points earned to unlock that feature. It makes sense. Nobody likes spam. I wonder is spammers get mad when they get spam?

    Anyway, head over to . I have contact details there. If you aren't aware of About.me, it's like a business card online, but for creative people (since business cards aren't very creative) and it's been around for 4-5 years. It's legit, but check it out if it makes you feel more comfortable.

    As for what I'll need to enter into an arrangement, I'd like to see some verifiable samples, have a quick video chat over Skype, and work out the details. I can tell you up front that it will be difficult for me to hand over 10% over the lifetime of the app. Yes, you could make a very large amount of money, but if everything works out, I'd rather offer you alternative methods for making your name. We'll discuss it.

    Thanks! -TC

  • The game doesn't involve anything online.

    Let's say it's a huge hit and sells 1,000,000 copies at $1.99 in its first year. That's $2m gross, nets a good chunk less, probably leaving around $1.7m. Since the 10% is taken from gross earnings and not net, that means $200k for our programmer.

    Let's say it's NOT a huge hit and sells only 200,000 copies. That's $400k gross, giving the programmer $40k. None of that is bad for a job that took a few weeks tops and some maintenance duty. Add on top of that the potential for some funds derived from a IndieGoGo campaign, and this is not a sad offer.

    As for your post script, ideas are everything. Execution is everything only to those who can execute. Ideas, however, are the world if the person who has one can bring people together to make it happen. Besides, you must have an idea in order to bring it to life. Execution is nothing without a seed of inspiration.

    Thanks for the luck. No matter what, I'm sure I'll need it -TC

  • I understand your skepticism, but I've often found this trait in programmers who simply cannot conceive of a person who cannot learn to code. I assure you, I am a lummox and all thumbs when it comes to producing code of any kind outside of HTML and CSS, which isn't really even coding.

    Truth be told, I likely could learn to use C2 enough to produce the game. The problem arises from the fact that I am slow. It would take months for me to figure it out when a seasoned C2 coder could whip it up in no time. This is why I seek the help and offer the percentage.

    You are welcome to your opinion, though. Thanks

  • Yes. All player input would be on a single device. In consideration that most capacitive panels are only capable of 10-touches sensed at one time, that would likely be the limit for players instead of 12. A max of six on phones just because they are much smaller than tablets.

    Payout for work would be 10% of revenues for the first year (12 consecutive months) the game is in each store which would be considered paid in full. Of course, there's room for negotiation

    Cost of the C2 license would be handled in some fashion, but is definitely a given. Scirra works hard to make their app. They deserve to be compensated.

    How can I be sure? If you opt in, you'll see what I mean. For now, you'll just have to take my word for it. Let's just say that this is about the simplest game you will ever see. So simple, there are no rules to gameplay.

  • I've sat here for a while trying to figure out a way to describe it without giving it away. I'm afraid I can't do that. Rest assured that no assets are necessary to play and that each player will have a defined field. However, there's no reason why even the most simple game can't look nice, and there's room for a large number of graphical assets that could be pulled from randomly. Let's just say it would be the player's in game avatar.

    Anyway, the game will work perfectly with or without attractive assets.

  • I'm a professional writer, so I have some experience with marketing and copywriting. I'm familiar with all of the social networks and have tools I can use to maintain exposure pressure. I've also got friends whom I can enlist in pushing the game. While I won't count on the game to sell itself, it should at least speak eloquently in social gatherings

    Another consideration is a Kickstarter campaign. With a game demo and a good video coupled to a low target for funding (we could hire an artist to work on static assets for the game's release version as well as any other incidentals, such as marketing.

  • I can tell you that it's a simple 2D setup, involves almost no animation, and will be for 2-6 or 2-12 players depending on whether it is on a phone or tablet. If I explain more, I'll give it away and since it's such a simple concept, it will get snapped up in no time.

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tylerregas

Member since 15 Jan, 2015

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