That's about right. One of the many reasons why I'd never make a TGC in this current market is the sheer cost of artwork.Fayte":3e17hj58 said:Also... concept artist charging 80-150 per character. Yikes.
Xilef":1o999ir2 said:That's about right. One of the many reasons why I'd never make a TGC in this current market is the sheer cost of artwork.Fayte":1o999ir2 said:Also... concept artist charging 80-150 per character. Yikes.
You'll be spending thousands making apps for virtual cards instead. A simple TGC app can be done in Javascript on a web engine so you'll save a lot of cost through that, but still - apps are expensive. I'm guessing for TGC you'd want players to be able to compete against each other, even if it's just local multiplayer, that in itself is quite the technical problem to solve.Fayte":2i8bgb2k said:Yeah, that’s pretty painful. I’m not worried about art right now because it’s still in super alpha. So i at least have time to save up.
Plus side is that’s its gonna be an app so i don’t have to worry about spending thousands to make physical cards.
The game was designed to be an app initially yeah it’ll cost a pretty penny. but with physical tcg’s you have to supply enough product for multiple booster boxes. and that’s each and every set. that’s some major, major coin.Xilef":ik3sw2se said:You'll be spending thousands making apps for virtual cards instead. A simple TGC app can be done in Javascript on a web engine so you'll save a lot of cost through that, but still - apps are expensive. I'm guessing for TGC you'd want players to be able to compete against each other, even if it's just local multiplayer, that in itself is quite the technical problem to solve.
I'm part way thinking that it may be cheaper to make it a physical distributed release. A lot of stuff to think about with distribution, though. I have ideas on how I'd approach it - but I don't think I'd ever approach it at this time.