Sorry for the delay in replying, sleep and work have kept me too busy to get back sooner.
The game was originally made in Game Maker. I am starting now with a blank slate. The game needs to be remade in Game Maker: Studio to utilise its export capabilities and its the only engine I am familar with right now.
You can actually load your legacy GM project right over into GM:S. There's a few differences but not hard to work through if you just fix the compile errors one by one
I have tried that. I even hired someone to help me do it. We worked on it for two weeks and eventually got a version that ran without crashing. The game was buggy beyond belief and totally unplayable. To work out the bugs would take weeks more than recreating the game from scratch and it would be very difficult. It is also likely some game design aspects will change in the coming weeks as I get a more solid plan together with my funding providers.
Hi Derek :D I would be dedicated to keep making games as long as I can make enough money for rent, food, etc... to live comfortably after I complete my game. I estimate that making at least £7,500 would give me adequate finance to keep developing full-time.
That seems quite reasonable. I think you can do it!
As for artists, you may also want to check out
surt and
Arachne on the forums. They're both extremely good at doing small tiles. I don't know what their availability is, though. At the very least, that's a good benchmark for quality, since I don't know how good your friend actually is. It's worth paying for good artwork (and music).
Also, start a devlog. That would probably help.
If you are slightly open, surt has a lot of amazing stuff on OpenGameArt.
Here is a link to the potential artist I mentioned earlier (
https://twitter.com/LightUpWarrior). He's pretty good and I've met him in person at a convention once. Although he's got his own game development work to do so he may not be available to help at the time I need him.
I will check out surt and Arachne, I have no quibs about paying for art and music, that is partially what my provided budget is for and I know the huge effects they can have on the finished product.
Do you mean a devlog on here? I already have a blog on my website btw (
http://www.blurrygames.com/). I suppose I could crosspost to cover all bases.
this is gonna be a lil' rambly since it's late and i need to get back to work but:
basically everything everyone said; good advice. you want a good musician and sfx guy ahem hint hint cough as well as good art; all that polish means a -lot- in the long run, especially when it comes to selling your game.
also on that note: have a good logo
weirdly important.
oh, also, also: if you can't edit a good trailer together, hire someone who can! that's also important.
this is all marketing junk and polish, of course, because i'm assuming you're actually making the game (and that it's mostly made already). you need to playtest this fucker. you need to devlog (as derek said) and get people to tell you every single tiny thing wrong with every area of the game.
oh, also: make everything in your game cohere. this is the single biggest thing. every single part of your game needs to feel like it makes sense together. if the reboot robot falls and the sound of him hitting the ground is just a little bit not right, it throws everything else off. everything needs to feel right for the game to work, in the end, if that makes sense. i wish i could be more specific but you haven't shown super much of the game on your site or anything (again: devlog! devlog!)
oh and uh get a prettier website. and a twitter. and and and and and
you get the idea
devlog devlog devlog
At what point do you think I should bring the artist and music production people on board. In my prior projects I always imagined they could help out when I'm nearly finished but maybe that is not such good thinking.
I will try to get a good logo when I complete everything.
I am decent at editting trailers but I could maybe see if I could hire someone to do it for me if I have enough cash towards the end. I'm decent but yeah hiring someone who is better than decent is a good idea. No need to wear all of the hats myself.
I'll maybe get a web designer in as well at some stage as the site look could definitely be improved.
I have a Twitter already (
https://twitter.com/blurry_games)
Maybe modify the trailer to trick people into thinking they wouldn't die so often in the game?
Good advice.
Hookers and blow.
This Bad Advice(tm) brought to you by me.
Not so good advice. Thanks anyway though