Would Like Some Team-mates!

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  • Do you talk about the graphic style? I don't really know <img src="{SMILIES_PATH}/icon_confused.gif" alt=":?" title="Confused" /> Spriting isn't my strong side. I'm practicing right now to be able to do graphics for the game, but i haven't decided yet what grade of realism it's going to have.

    Are you good at animating and want to help, then you do it your style (if it's not to extreme, or to ugly <img src="{SMILIES_PATH}/icon_eek.gif" alt=":shock:" title="Shocked" /> ) I'm soure we will agree of something.

  • Visual style greatly depends on the type of game, in my opinion. Is it a fast-paced platformer with unrealistic physics? Colorful and stylized graphics might be best. Gritty space simulator with turn-based, strategic combat? Something more realistic sounds like it would suit the concept better.

    Since I guess you're keeping this under wraps, I might be interested in helping, but am mostly just curious at this point... send your stuff? Perhaps, if you don't mind. Though it seems you may already have the art department duties covered.

  • My attitude to making games has always been to start, and ask questions later! Maybe that's the wrong way round <img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /> but you might make more progress if you just get started, and see where you end up...

  • [quote:24fx4rxy]Since I guess you're keeping this under wraps, I might be interested in helping, but am mostly just curious at this point... send your stuff? Perhaps, if you don't mind. Though it seems you may already have the art department duties covered.

    Actually, the graphics part is the weakest point of creating this game. Since I'll be doing most of the game, I'm right now trying to learn some pixel art, but someone a little more experienced with graphcis should be perfect!

    It's no space stuff.. It's a platformer, and the graphics will be very different depending on where you are, what time of the day it is, what time of the month it is, what weather it is, and what time of the year it is <img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" />

    pm me your email, and i'll send you the plans <img src="{SMILIES_PATH}/icon_cool.gif" alt="8)" title="Cool" />

    [quote:24fx4rxy]My attitude to making games has always been to start, and ask questions later! Maybe that's the wrong way round Wink but you might make more progress if you just get started, and see where you end up...

    I'm not asking questions. I would like to do this as a team project, and hopefully with some constructors.

  • One particularly disappointing example is, when a team of teenage dreamers were making their epic RPG and I was drawing/modeling some stuff for it, they went and recruited anyone and everyone regardless of skill level, as though they (the core developers) had no discerning eye at all. It rather disappointed me to find that, despite all the frontal semi-professionalism, the founders of the project knew approximately nothing about games and game development at all. The design document had a massive fantasy world described, but was vague on play and content issues; a strong starting plan and direction being so important, I couldn't help but feel it was a lost cause to try righting.

    Did the name of this project happen to be "The Zybourne Clock?" If so, I feel your pain. I offered to draw some sprites for them but they never even decided on what the characters should look like.

    What I find particularly funny is that the one person on the project with any real game making skill (Arthur Lee, who's making The Underside right now) was kicked off the team for criticizing their organizational skills.

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  • Sorry, missunderstanding. Post deleteted.

  • No, it's not. <img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" />

    I was asking Vrav what the name of the project he was working on was...

  • No, but similar. Such is amusing... and confusing.

    I can't really say I was pushed away, as I rather chose to leave - they gave me the opportunity to direct some things, but I turned down, since it was against the point. The point wasn't that I was right and should be doing everything myself, just that they themselves could use improvement and a bit more thought/training.

    I love indie style though when infused with talent, it's just this specific team was trying to do things professionally and business-like without knowing what they should have, or even learning from actual professional experiences. Small games and stuff done in programs like Construct aren't really, in my opinion, as in demand of huge planning as, epic games, plainly. (Captain Obvious)

  • Just a bit of experience with community based team projects... I've seen many on other communities I've been (still am) a part of in the past, and most of them have failed... Whether they be made with Clickteam software, Gamemaker, 3d Gamestudio, or custom Visual Basic or C++ engines... They all had a few similarities in why they failed... (though some of the initial work was very impressive...)

    I see you seem to have one of the most important parts done... Having a clear plan of the entire project. That way, there's a clear goal in mind for all team members...

    Also, be sure to keep all members interested and make sure they feel like an important part of the project. Some valued their artists greatly over their programmers, Others ignored the musicians, who happened to be close friends with another member...

    Next, is the inevitable something drastic went wrong and we'll have to rewrite, scrap, etc a good portion of our work... That's painful, even for a solo project (I usually just use the scrap work as an easter egg in something else...). But even then, it's tough to keep morale up in those situations... Again, a good solid game plan from the beginning helps, but in the case that it may happen, make sure everyone really is aware that it may happen.

    And finally (at least, of the things that stand out to me...), Power in Simplicity. If it's your first project, you won't be able to make the next epic game. Not that it couldn't happen, but you'd be one of the lucky ones... Now, simplicity doesn't necessarily mean dumb the game down... no... Basically, you'll have to make cuts, and find out what you really need to make the game happen, vs what would be really awesome to have in the game... An overly complex project can lead to headaches when something goes wrong and you can't figure out why.

    A good suggestion would be to work on a small project as a team to see how well you work together, then get started on a big project...

    And as it's a Construct project... I'm curious as to whether we can get a community contest started to promote the release of Construct 1.0 once it's released... Prize? What better prize for an indie/hobbyist game maker than to have their project featured...

    Just throwing that idea out there... It would be nice to see the power of the "little guys" and what we can do when we have the tools to turn our ideas into reality...

  • Wise words, ssbfalcon. And yeah, it'd be nice to do something for the 1.0 release. Tis hard to come up with a prize though, I guess we could frontpage a game <img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" />

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