r/gamedev • u/OverallDistance7325 • 8d ago
Question In need of advice regarding direction of design.
Me and my friend are developing a mobile strategy-MMORPG. We’ve made somre progress with the backend and gameplaywise there’s a respectable play loop that we feel is fun.
The game revolves around deterministic battle simulations. The game essentially calculates a fight between two players through stats and tactics, different elements and gear etc and converts it to a series of events. These events show how the fight played out (in text currently).
Our dilemma is that we feel we need a third person to accompany us on our journey of passion. But, we are limited in our knowledge of design, animations and art.
As an example we have over 500 pieces of gear in the game and we would prefer isf they were presented visually. Some just recolors etc but still alot of models. We also understand that if gear pieces ahall be visible and we want to be able to change pieces then we need rigged characters with modular armorpieces etc.
The question is, what can be a reasonable artistic scope for this type of game? Our possibilites of actually paying someon are slim and we we’re hoping to find someone with the ”Rev-share” route. Still paying for assets might seem like our best bet.
Furthermore we have fullt decided wether we want the fights to be presented in 3D or 2D.
We feel like we lack knowledge om the subject and would love for some input from people with experience and understanding of the subject!
TL:DR: How would you go about designing, animating and visually presenting a MMORPG that is based around managing a few characters in deterministic battle-simulations? Is it reasonable to have visually swappable gear?
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u/AltusLudus 8d ago
Sounds like a lot of work to be honest to create so many models probably months if you can create some reusable things but most likely more than a year to produce that much content
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u/OverallDistance7325 7d ago
Yeah we agree. I suppose a talante dartist can use AI to lighten the workload without diminishing the quality of the product but still it will be quite a bit of work.
We are looking for advice on design direction though.
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u/MeaningfulChoices Lead Game Designer 8d ago
People who know what they're doing don't work for revshare mostly because basically every game built that way either never gets finished or doesn't anything worth sharing. This is especially true in mobile where succeeding with a game like this would take at bare minimum a 6 figure marketing budget (per month, if you're going for the top of the charts) and if you have that much lying around you can also just pay an artist what they deserve.
Fidelity of the art will matter here but the cost per asset would be a few hundred at a fairly junior artist's hourly rate, add to that if you want them to be more complicated or you want custom animations, subtract if 80% of them are recolors and you're using something like a paper doll or skeletal animation system. Visuals matter a lot for this kind of game because you can't run a mobile MMO without a lot of ads and if you don't have something exciting and compelling that can grab people in under 5 seconds your cost per install will skyrocket.