Rules for game development
I disagree with #4. If an artist you''re working with can''t handle critisisms then you don''t want to work with''em. Trust me!
I''m not so sure about that.
#1 is very important in order to get a feel of how to accomplish things. Without ever completing a game, you are far more inclined to give up on things.
#1 is very important in order to get a feel of how to accomplish things. Without ever completing a game, you are far more inclined to give up on things.
I suppose if you have a history of finishing OTHER large projects, then it wouldn''t matter if you have finished a game before or not.
Dave Mark - President and Lead Designer
Intrinsic Algorithm - "Reducing the world to mathematical equations!"
Dave Mark - President and Lead Designer
Intrinsic Algorithm - "Reducing the world to mathematical equations!"
Alright, well it depends on the critisisms yeah? Don''t say things like: "you f*cking c$ck s@&ki%g f$gg*t, this is s$%t. You make me want to puke. What is this foul rubbish you call art. Your mother is a dog..." but if they can''t handle "that doesn''t match the other work or the original concept designs. Here''s where you''ve gone wrong..." then you don''t want to work with them. Agree?
quote:Original post by Jebediah
10. If you dont have experience, dont expect to be able to create a team. Join one instead. (like mine)
So you''re trying to recruit people with no experience for your team? You''ve come to the right place!
Ya your probably right about the rules. Personally I think #1 still holds, I changed #2 because there are some simple MMOG''s that wouldnt be too hard I guess.
With my experience with artists and composers (the "artistic" people) I found that they are very stuck up and think their stuff is godly. Idealy yes, it would be nice if you could be honest to the person but I find that it doesn''t work.
1. Start from the ground up. Make a tetris clone.
2. Don''t make a MMOG unless you know what it takes to make one.
3. The next generation game requires knowledge and a well-thought out plan.
4. Dont critize an artist.
5. Dont critize a composer. Tell them "This is perfect, but I''m looking for something different".
6. Learn to spel.
7. Provide lots of information about your game and yourself.
8. Drink lots of coke and beer. Its the lifeblood of nerds.
9. Dont have any friends. Friends steal time away from making games.
10. If you want to make a team for your game, then make sure you have the experience and knowledge to back it up.
11. After watching porno....dont forget to wash your hands.
With my experience with artists and composers (the "artistic" people) I found that they are very stuck up and think their stuff is godly. Idealy yes, it would be nice if you could be honest to the person but I find that it doesn''t work.
1. Start from the ground up. Make a tetris clone.
2. Don''t make a MMOG unless you know what it takes to make one.
3. The next generation game requires knowledge and a well-thought out plan.
4. Dont critize an artist.
5. Dont critize a composer. Tell them "This is perfect, but I''m looking for something different".
6. Learn to spel.
7. Provide lots of information about your game and yourself.
8. Drink lots of coke and beer. Its the lifeblood of nerds.
9. Dont have any friends. Friends steal time away from making games.
10. If you want to make a team for your game, then make sure you have the experience and knowledge to back it up.
11. After watching porno....dont forget to wash your hands.
quote:Original post by KalvinB
People really over estimate what it takes to do things since big companies have made an art out of overspending.
Ben
Actually, I think amatuer game developers vastly under-estimate the effort that goes in to making a real, commercial game. A couple months coding for an MMOG? Come on, get real.
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