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Member Since 31 Aug 2011
Offline Last Active Dec 05 2012 03:30 PM

Posts I've Made

In Topic: How a team for 2D JRPG should be formed

27 November 2012 - 06:21 AM

The truth is, most projects fail, no matter how much preparation and dedicated people you have.

The sad true about indie projects...
But you're right,there's always the chance to learn from that.

Thanks to everyone for the advices!

In Topic: How a team for 2D JRPG should be formed

23 November 2012 - 04:17 PM

You could just work on a lot of failed projects, and see who sticked their heads out.
Meet up with these people and present them with your plan. Let them build that project along with you.

That mean i have to join in some failing project before? Posted Image
Sorry but i haven't fully understand your suggestion.

Money is the easiest way to get people to do something they don't want to.

Being at the 90% point is the next surest way to get a team running.

Next is continued forward progress.
Basically you'll need the last two, and could probably argue for 2 of the 3 pretty decently.

Pick smaller projects that are quickly "playable" without support and require minimal initial manning. Once you're at that point forward progress becomes visible and every change has feedback.

Eh,it's always about money Posted Image

That's why i want to be at an advance point with the programming part before making a team.
When this is done the main thing that will make the project run are the making of new sprites.


In Topic: How a team for 2D JRPG should be formed

23 November 2012 - 02:43 AM

First of all thanks for the replies.
Yes,the project will surely be a not payed one,so the main reason
for someone to join in is the opportunity to have somenthing for a portfolo.
Making experience is useful to everyone,hardly someone will
offer you a paid project without it.

@dakota The problem whith officially kicking out people is that
they could get angry,even after a while and deny you the right
to use their works.
I was thinking more to a "leave them inactive and just replace them"
What do you think of it?

@Krohm The idea to keep costant contact with them (without beibg ossessive Posted Image)
is a nice one.At least i'll have a stable feedback.
Yes,i'm frequenting university,but I always put at least 3-4 hours
into the project every evening.
For the engine:I know it's a bit of work but I prefer to have all
te programming part on me to avoid delays from others.

Anyway,just to have an idea,how many people should I look
for in the beginning to make sprites etc.?

Thanks again.

Ps:sorry for not quoting and for mistakes but i'm writing
from a mobile.