Game size: Question to developers

Discussion and feedback on Construct 2

Post » Wed Feb 22, 2012 4:32 pm

I'm gathering resources and building pipeline for an action-RPG.

Can I reasonably plan 100MB game size? Can it be supported somehow? I know file-access functions are missing from javascript. What can I do, if i want to make a 50-100MB game and also hope for accessing sound packs, graphics packs in the size of 10-20MB?
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Post » Wed Feb 22, 2012 4:44 pm

I am not sure if this could work, but maybe one could use the WebStorage Plug-In to localy "communicate" between different c2-Apps. If this works, you could "cut" your RPG in seperate smaller junks....
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Post » Wed Feb 22, 2012 4:51 pm

The biggest problem from what I know is that the user will have to download all of it at once, at the very start of the game. Games around 10MB already take a good 10-20 seconds to download, so 100MB would not be fun to wait for. I believe Ashley said you'll eventually be able to load per-layout, which makes bigger games a lot more feasible...
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Post » Wed Feb 22, 2012 4:57 pm

For free to play online games you want something ideally less than 5 mb 10 at the most. The reason is that people want to play the game now and load times will make your game less attractive.

For mobile you get 20 mb. The reason is that most carriers won't let you download games over 20mb.

Generally, it is good to have games less than 20mb.
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Post » Wed Feb 22, 2012 5:20 pm

100Mb is massive for a web game. Try to mix and match most sprites, play with alpha values to add variety and use a small scale.
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Post » Fri Feb 24, 2012 11:58 am

Aha! 20MB for mobile. Good to know. I guess i have to build a playable game first, then see. Optimizing space via graphics and music compression is what i'm used to.

The reason i asked, because it would give assurance and i could develop with a calm determination that 100MB size is supported for PC. Mobile later.

Or, as always, small episodes for mobile first, gather enough money then maybe i go picking mushrooms in the forest and forget gaming if the earnings are enough to retire. ;)
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Post » Fri Feb 24, 2012 12:22 pm

Before producing graphics and musics/sounds, you should think about how to optimize and re-use assets, in order to make your game as small AND beautiful as possible.

You'll have to be smart :) (depending on what you want to display)
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Post » Fri Feb 24, 2012 12:31 pm

100MB is too big for a for a web app/game.

Even if you manage to put a 8-10MB demo, or a "first area", you'll still have to consider sharing the other 90% of the game to a number of user, and that'll cost ya bandwidth traffic.
But even if you can deal with that, it would be wiser to keep file sizes around the 30MB mark.

It all boils down to keeping the user interested - if you show them nice screenshots or a trailer demonstrating how cool your game is, it is more likely they'll be willing to download your game.
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Post » Fri Feb 24, 2012 12:36 pm

I just got an idea of what you could do (something like a workaround).

Split all the levels into separate projects and use AJAX for a background system (php) to move Characters from project to project. In this case, only the parts that are needed for the specific level are used and this could reduce file size.
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Post » Fri Feb 24, 2012 1:29 pm

100MB too big? Are you serious? What if one (like me) does not care for mobile? Is 100MB still too big?
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