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How easy is it to collaborate on a game remotely?


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#21 awgm   Members   -  Reputation: 281

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Posted 28 December 2012 - 01:38 PM

Wow thanks for all the replies... I guess I am putting the carriage ahead of the horse, but it was awesome to see all the replies! Thanks again!



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#22 TMurchu   Members   -  Reputation: 182

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Posted 15 January 2013 - 03:59 PM

I've had quite a bit of experience with this in the past (and am also experiencing it right now) and I can say that it varies, but not much. Here are some generally good rules I've learned. Note, though, that these are for profit share arrangements.

 

  • Have a GDD finished before you ask for a team. Especially- know what platform your game will be fore and have an idea of what language and which engine (if any) you'll be using to build it. No competent programmer will join a project without these answers.
  • INTERVIEW people. Don't take the first who comes, but keep ALL applicants in a file for later. You will probably need them.
  • Expect to lose ~50% of your team. It's hard to keep people around for an online project. You'll need to have a reliable way to replace them, and this means keeping contact info of all the other people who applied. 
  • You need to talk roughly every day, though with some people it might be as little as once every 2-3 days. Take into account personalities, but never give anyone a chance to feel that they are alone on this thing. 
  • Make all progress readily visible to the whole team. Seeing that other people are moving forward boosts morale and will usually be a good way to boost productivity. 
  • Have meetings only when you need to. I've seen a lot of teams that have meetings once a week or more, and that is just too much imo. The artists will only occasionally need to talk to the programmers about how to proceed, and vice-versa. 

I don't know. There's loads more I could say but I guess, as with all Indie endeavors, be well prepared for failure. It's going to hurt, a lot, so just make sure you're ready for it when it happens. And try to have a back up plan. 


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#23 Orymus3   Crossbones+   -  Reputation: 6143

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Posted 15 January 2013 - 08:57 PM

Its possible.

You need dedicated people.

By dedicated, I mean committed people.

By committed I mean people that are either financially involved, not just as getting a share of profits, but either actually get paid, or are a partner which shares both the profits and the initial investment.

Ideally, this should constitute everyone's day job, but it isn't mandatory (although it has much better chances to succeed).

But yes, it does work sometimes with the right team/project/timing.






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