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starting a project

Started by killnpc May 20, 2003 at 10:25 AM 1 replies 650+ views
Original Post
killnpc
killnpc
me and two of my friends from school are thinking about making a game. good for us, right? we are attacking it quite agressively only we are new at it, neither of us have actually attempted making a game or have any or a moderate amount of experience. i have tried to help on a project once before through this site, i just didnt have what it took i suppose. i think maybe i didnt realize how much dedication and patience it took. the project became nothing, other than gaining a few internet friends. i want to try again and learn from my experiences. i think we need some better organization. me and my mates are starting in the middle it feels, which i feel isnt nessissarily a bad thing, just at times we get lost in our conversations. i was wondering if anyone could point me to finding some help with getting organized in our designing processes, or maybe even some advice on our particular scenario. so far what we have decided is that we will meet once a week, on a tuesday night, and discuss ''our game'' .. ''the game''. everyweek we will decide on a homework assignment for the group to have it accomplished for the next meeting. at the meetings we will brainstorm on ideas for ''the game'' and sketch out our ideas together, maybe over some village inn french dips or whatever, and together make decisions about what type of game, story, ect. we have come up with a foundation idea for the game that we feel will make it appealing. we also have discussed the games goals and overall purpose which have not yet been agreed upon and we have set a few team rules and expectations. then we brainstormed on different elements of the game concepts and story. we will meet together for our first offical meeting tonight and talk more about ''the game'' and decide on an assignment for next week. another problem: we are hoping to design the entire game out and begin all the artwork, story and music phase and look for the other talent we need afterward. the problem i see is that our passion for the game is not to make money but to make a game, so i fear we may not find the help we will need to make the game breath to life, the help that we would like i guess i should say. being new to this, i was wondering what this mass''s opinion on wither we would be able to find people intersted in making a game based on all the artwork and concept laying out in front of them for no pay. obviously we could try to sell it afterward but we may even just give it away for free. would you, as a member of this community, hate to hear such a thing? (not from a consumer point-of-view, but as a talent. obviously) "either way we had fun" is how i see it. we all do want to see our art in a game and maybe one tuesday we might. thanks all. student, art institute of phoenix game art and design
knyght_terror
knyght_terror
I want to start this out with, this is not a flame, with that being said, I am seeing some missing key fundamentals, whether you forgot to mention them or you did not think about it, there are some innate flaws within this plan.
First, programmers are almost the cornerstones for any game development, unless you plan on using a game toolkit that requires little to no programming skills (which will lead to what grade of game will it produce?) all of the artwork and music and story in the world won''t mean squat if you have no way to show screenshots or demos. While I think as the Producer for a game development team that you should start the artwork and other finer details early on, you can not do it alone from any coding. What you guys will need to do is get together and start looking for a game engine (since you want the game to be free, I would suggest you look for Open-Source engines out there and trust me there are a lot of them.) and then decide which one you believe will be right for the group (Makina Studios took 2 weeks debating before we decided to go with NeoEngine, while there were more powerful and "finished" engines out there, we felt it was the best one to give us what we required and no filler).
Once you decide that, start looking for a few programmers, ones who have or can learn to use the engine you plan on implementing and preferably you would need at least two. When you get that filled, then you would also need to decide on what dimension the game will be in (2D/3D), if 2D then you will need sprite artists and if 3D then you will need modelers and animators as well. This will also determine what skills you will need your programmers to have, in regards to physics programming and the type of collision detection.
The road of game development is long and tedious, especially when you are new to the scene and do not fully comprehend what goes on "behind the scenes". I am not trying to belittle anyone, all of us has had the grandoise dream of developing the next Unreal Tournament in 6 months with our own engine and renderer and everything else under the sun, then the nice veteran developers shoot holes into that theory and what is left is the true foundation of a game. If I have missed something or I am totally off the wall on my explanation, then feel free to add to or subtract.


-Knight Terror
Producer for Makina Studios
www.saryia.com


"rats are indeed the measurement reactivity of the experiment, as soon as they stop responding the researcher changes his/her means giving into the will of the rat"

"rats are indeed the measurement reactivity of the experiment, as soon as they stop responding the researcher changes his/her means giving into the will of the rat"
killnpc
killnpc
thanks for your reply,

i agree.
programmers are very essential and important to making a game.

for now our goal is set on creating a game doc and work out our design. we do actually have a programmer in mind that is one of our friends that had already agreed that we know is capable. he may need more help i would imagine and we will let him find the talent (though we do not know how demanding it will be). i am far from managerial material or knowledgable of programming. i am ''amuture artist'', studying one day become ''game artist'' . i have decided to focus on texture art.

my main concern is, we dont even know what we are making, i would not want to drag other talent into our project when it isnt even defined, the others may feel differently and i will show them my post and your response and see how they react.

i dont think we would get very valueable people to join our project. personally, i wouldnt join a project now without seeing anything the persons have accomplished before or what they have accomplished so far; and must be impressed by it, it is just for an assurance.

i dont know.
i dont think we will go as far as modelling characters and levels before asking for a programmer(s) to join the team. we have not even talked about wither we want 2d or 3d, the game is in its very begining stages. it sounds to me like it will be 3d.

i am thinking having some conceptual art and game design elements written in lead would be a great motivating factor for us.

thank you very much for your help.

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