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Realistic timeline for a 2D point-and-click adventure/story driven puzzle game (3-4h gameplay)?

Hey everyone,

I'm looking for realistic estimates on how long it takes to develop a 2D point-and-click adventure/story driven puzzle game with adventure creator per hour of gameplay.

Assumptions:
* Game design document & story are ready
* All graphics are available
* Development environment: Unity with Adventure Creator
* Scope: single player game, 16 rooms with puzzles and NPCs – The game world consists of 16 unique areas, each featuring interactive puzzles and NPCs with distinct personalities, quests, and dialogue. The rooms are designed with hidden clues, interactive objects, and environmental storytelling, encouraging exploration and problem-solving. Players may revisit areas to unlock new paths or solutions as they progress.
* Target gameplay length: 3-4 hours
* Planned release platforms: Steam, Google Play, iOS

Team:
Developer 1: Extensive experience with Scratch/MIT App Inventor (hundreds of projects), some experience with Unity, some tutorials with adventure creator, computer science background (degree).
Developer 2 (to be hired): Experienced game developer.

Dev time available:
* 50 hours per week (25h per developer)
* 1-year development timeline

Given these conditions, is it realistic to complete the game within a year?
How long would you estimate it takes to develop 1 hour of gameplay for this type of game?
What are the biggest time sinks we should watch out for?

Would love to hear insights and would really appreciate your help!
Thanks!

Comments

  • edited February 4

    Welcome to the community, @Ralyena.

    It's difficult to judge exact time frames - polish/animation/audio/VA etc all factor in.

    But: if you have the design docs, and the gameplay is well-aligned with the tools that AC provides, then you're in a very good position to move quickly. If the conditions are right, I wouldn't say a year-long development cycle - give or take - would be unreasonable.

    If you'd like to share details of intended typical gameplay mechanics, I can certainly offer more thoughts.

    As AC's author, I'm also potentially available as a developer - PM me if you'd like to discuss!

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