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Setting up a team need guiding

Started by Zilee Mar 20, 2011 at 6:05 PM 6 replies 1.2k views
Original Post
Zilee
Zilee
I recently got my degree in computer science and I've been accepted in an engineering school in software applications. I have a few months of vacation during that time and I don't plan on working the whole period. My friend is a mathematician and I know an artist so I thought we'd have a take at making a game.

I've always been a fan of Tactic-style games(Such as Ogre Tactics, or FF Tactics) and my friends are also fans of these. We figured that a turn-based game would also be easier to manage code-wise. I am proficient in a plethora of languages(Not an expert or anything), which means I have lots of options for the technology being used. We wanted it to have multilayer capabilities(Creating rooms, playing online etc).


I guess my only drawback is the fact that I haven't really coded any serious game in the past. I made a battleship(Java) and an Othello board game(Js) and did it again using the QT framework.

Anyways, without dragging we have no idea what technology we want to use. We don't mind if it's either Web-based or client-based. I was thinking about Adobe Flex or Java. So what do you guys think? What should we use, ideally it would need a good user base and good documentation, ideally stable and mature.


Thanks for the input.
Garland220
Garland220
If you decide to do it in flex, and want some help, I would really like to help with this. I was planning to make a tactics game of my own, styled after Final Fantasy Tactics, but I don't have anyone to do any art.
way2lazy2care
way2lazy2care
if you're all students, you should set your expectations as low as possible and work to exceed them rather than setting your expectations high.


As far as what to use is concerned, what technology are you familiar with? Use that. If you're trying to learn a new technology, make a complete game, and manage a team in 2 months with no established plan or design the outlook is shaky at best. A lot of the biggest mistakes that have been made in my school and personal projects were all related to setting the scope based on what is cool rather than what is achievable.
Zilee
Zilee

if you're all students, you should set your expectations as low as possible and work to exceed them rather than setting your expectations high.


As far as what to use is concerned, what technology are you familiar with? Use that. If you're trying to learn a new technology, make a complete game, and manage a team in 2 months with no established plan or design the outlook is shaky at best. A lot of the biggest mistakes that have been made in my school and personal projects were all related to setting the scope based on what is cool rather than what is achievable.


Look, were not clueless. We're going to discuss it in-depth and make class diagrams/uml's to help use being set in the right direction. In my last internship I have worked on a simulator with over 1000 classes. I know game's aren't easy to make and I know a month or two won't cut it at all, but it's a start.

As for what I know and used:

[size="1"][font="Symbol"]· [/font]Java, JUnit,Servlet, Applet

[size="1"][font="Symbol"]· [/font]HTML, JavaScript, CSS, PHP, MySQL, Ajax, XML, XSLT,XPATH

[size="1"][font="Symbol"]· [/font]BASH

[size="1"][font="Symbol"]· [/font]SQL/PLSQL

[size="1"][font="Symbol"]· [/font]C++, Framework QT

[size="1"][font="Symbol"]· [/font]UML

[size="1"][font="Symbol"]· [/font]Windows & Linux

[size="1"][font="Symbol"]· [/font]Autoit3

[size="1"][font="Symbol"]· [/font][size="1"]Perl


I could get around learning any OO language in a matter of weeks.

That is why we need to know what is considered solid ground in gaming dev and that would scale well.

As for our expectations, well we would go block by block. Making a solid foundation for each item that would compose the game. One more thing, we can dream.

@Garland, thanks for your interest as of now I am working full-time, but I will consider your offer. I did think getting a few more people would help boost the project, but managing a team could prove difficult.



Thanks for the input.
Garland220
Garland220
Yeah it would definitely make things more complicated by expanding your team. I just thought since we had similar goals we could pool our efforts. Best of luck!
way2lazy2care
way2lazy2care

Look, were not clueless. We're going to discuss it in-depth and make class diagrams/uml's to help use being set in the right direction. In my last internship I have worked on a simulator with over 1000 classes. I know game's aren't easy to make and I know a month or two won't cut it at all, but it's a start.

I'm not insinuating that you don't have the technical ability. It's just that a lot of people shoot to make the one game they've always wanted to play. You could know every language and every API like the back of your hand and this could still be a problem. People drastically underestimate how long it can take. I'm not trying to shoot down your dreams; I'm just trying to help you rope them in so they are more easily achievable. It's no trivial task to manage 3 college age students trying to work jobs, work on a personal project, and keep up social lives.

I could get around learning any OO language in a matter of weeks.[/quote]

You can learn the basics of an OO language in a matter of weeks, but it will still take you longer. Little compatibility lessons that you might have already learned might take you a while to find. Little things like why == isn't working as you expect in java because you aren't using .equals instead. That's before trying to learn any new APIs you might have to use.

You also only have a couple months. A "matter of weeks" is almost a quarter of your implementation time.

With what you have given, you could try C# with XNA or just use Java with Jogre.
Zilee
Zilee

You also only have a couple months. A "matter of weeks" is almost a quarter of your implementation time.

With what you have given, you could try C# with XNA or just use Java with Jogre.



Well I'm not saying were giving it two months and leaving it as is. If things go our way we'd figure out something to keep it running. I will check Jogre out, seems like a starting point. You are right that were sending the bar high, were definitely not making a regular board game. I think it's worth giving a try, not to mention it will give us some experience and that's always a good thing.

@Garland, well were not discarding your proposition, though we need to deal with our schedule's and we aren't ready to start pumping hours into it just yet.
Zeypher
Zeypher

if you're all students, you should set your expectations as low as possible and work to exceed them rather than setting your expectations high.


As far as what to use is concerned, what technology are you familiar with? Use that. If you're trying to learn a new technology, make a complete game, and manage a team in 2 months with no established plan or design the outlook is shaky at best. A lot of the biggest mistakes that have been made in my school and personal projects were all related to setting the scope based on what is cool rather than what is achievable.


I completely agree, I'm still in school for Game Art & Design and figure once I master a good program no matter if its Java or even Game Maker, I will need to start small eventhough I have a great idea for a 3D RPG game for PlayStation or Xbox, it would be best for me to start small and work my way up to that level. Currently, I'm making a simple shooter game in GML that features similar aspect you may see in SNES or mobile games. Not the greatest graphics, so I pay to focus on making great and fun gameplay. Heck I may even make it a facebook or iPhone app. Start what you know as way2lazy2care wrote.
Current Project:
* Project Lavapit (Using Visual C# Studio, Version 0.2)
* Mass Invasion (Using Visual C++ Studio, Version 1.2) [Minor break]
* Invasion -Port- (Using Visual C# Studio, Version 0.1)

* Codename Alias (Using GM; Version 1.0)

* Eternal Remien (Using RPG Maker VX; Version 2.2)

* R.E.X. (Unknown Program; Ideas Only)

Current Members:
Troy Cabal (Game Art & Design

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