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#1
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Hi All,
I love itouch/iphone games, and thought of a great football game that I used to play as a kid. It is not a action type moving game, but rather a card game. I think it would be very addictive and fun game for the iphone and itouch. The only problem is that I'm not programmer. I would be willing to give my idea with photos to a willing programmer with good graphic skills for a small piece of the pie. Contact me at tl507362 at yahoo.com if you are interested. I hope you don't consider this spamming, because I really think we would all benefit from this game. If done right, it will be in the top 10 games if you are an American football lover! Tracy |
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#2
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Love football! I hope you find a good dev and get that game going! Good Luck!
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#3
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r u talking about Strat-o-matic?
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#4
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what is strat-o-matic? This is not the vibrating football game played as a kid, it is more of a card game that you control the plays. More from a coaching stand point, but very exciting the way the game is laid out.
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#5
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All you have is an idea, no offence but this is true and you can not really get any money as it's the actual developer and programmer that "should" get the money
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#6
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Quote:
On a separate note, it is not the Strat-O-Matic game. Tracy |
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#7
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Tracy, if you don't have the skills to create the game yourself you need to approach this differently; - Form a company - Get a company developers liscense from apple (programmers can then access the apple sdk etc if they don't have their own liscence.) - Create a fully comprehensive game design for programmers to work with. (One of the worst things in the world is to say "make this game in a week, thanks") - Hire programmers and/or artists (you'll probably find most programmers aren't the best artists). Pay them a salary, or negotiate a contract (say, a fee for the entire project, or per hour/per day charges). - Follow the progress of development, review what they are producing, make changes as you see fit. (producers job) - When the programmer has finished, get it tested (you may need to hire bug testers etc) - When all the bugs are ironed out, submit it to the app store - Hopefully the game will make enough money to cover your company costs, programmer/artists pay, taxes and then you can then keep the profit. ![]() Good luck! Last edited by HouseTreeRobot; 01-27-2009 at 11:53 AM.. Reason: Added a bit in the middle :) |
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#8
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Quote:
Tracy |
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#9
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Hi, just wondering... when you wrote "I own the game" do you mean you own the IP, the license or are you the creator of the card game in the first place? This should be more clear....
cheers, |
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#10
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I would speculate that you'd be looking at an agreement which provided a *very* small fee upfront (more like a token payment of $100 I'd imagine due to the risks for the developer- he or she spends their time on your idea instead of one of their own), perhaps with a couple of payment milestones should the game reach 1,000 sales, and maybe another at 5,000 or 10,000. Those payments could be some pre-agreed upon value or percentage. These would not be very high because of the pricing tiers and Apple's cut... A card game, no matter how well done is probably going to have to be priced in the low tiers ($0.99 to $2.99) in order to get much of any sales at all. In that range you're looking at $0.70 to $2.10 per unit after Apple's 30% take. The dev needs to sell 143 copies at $0.99 just to make up the upfront fee, never mind compensate for all their time put into it. That 143 copies could be reached quickly, but a lot of apps appear and sell an average of 10-15 copies a day before fading into the background. You can see based on this, that 1,000 copy milestone might take the better part of the year to reach and would probably get you another $200 for a $0.99 app (after Apples take and the payback on the initial $100 outlay you'd be practically splitting the first $700 made). In paid apps, a lot of apps never reach the 1K sales mark, fewer still hit 10K, and next to none of them ever get to that much floated around 100,000+ units that people like to base their math on. Everyone thinks writing for the iPhone is like winning the lotto... In reality it actually is. Thousands of people play, only a few win big. ![]() Note I have not specifically seen or signed any agreements like this, but with all the ideas I have right now it's probably the only way I'd consider taking on someone else's design. I certainly would not outlay any serious money up front with the visions of a best-seller. |
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