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TMurchu

Member Since 25 Oct 2012
Offline Last Active Sep 30 2014 08:01 AM

#5025151 I've got a Feeling

Posted by TMurchu on 24 January 2013 - 11:45 AM

King, if you draw up a detailed GDD with a list of assets needed and a list of features needed everything might start falling into place. Your programmer and artist friend might be willing to join you and even follow you if you can present them a clear, clear, clear vision of your project. They'll want to know exactly what they're signing up for. 

 

Personally, I disagree that most small teams don't have set roles. Dividing labor up properly is the way to go, imo.

 

As for you- there's always room for a person with a plan. Scheduling, marketing, level design, character concepts (even bad art can be very helpful to your artist), recruitment, budgeting, enemy design, story-boarding, etc. 

 

But again- don't start anything until you have your GDD. Shoot for 5-8 pages at first. I suggest Googling GDD examples and basing yours off whichever one best suits your style/abilities. 




#5023671 Motivating your team?

Posted by TMurchu on 20 January 2013 - 05:17 PM

This is not the proper way to handle the problem. If your team has lost interest in the project this early into the game, you have serious problems. Or more accurately- they do. 

 

Some things that I would suggest in order to boost productivity-

  • Create a mandatory "check-in". Something they have to write once a week that says what they have accomplished over the last seven days. The fear of having nothing to write will keep everyone moving.
  • Talk to them every day. Ask what they are working on. Find out if they need help.
  • Create a list of short-term goals. For an artist: "Character design finished by the 20th of February". But make them set their OWN GOALS. Use shorter times if you want to get a feel for how serious they are. If they fail to meet THEIR OWN goals multiple times, it's time to let them go. There's a lot of talent in this world, there's no reason to hold on to people who don't want to work.
  • Accomplishments motivate. Anything that is done by any member of the time needs to be immediately hoisted up the flagpole and paraded through the offices. LOOK AT WHAT HAS BEEN DONE. WE ARE THIS MUCH CLOSER TO MAKING A GAME.

If you just keep working and waiting for them to come around, you are going to be disappointed. They mean well, but if their hearts aren't in it, their hearts aren't in it. 

 

I feel like this post came off sounding accidentally too harsh. I don't mean it to be. Everyone is different. There is a possibility that your guys just are in a lull. Who knows? What has worked for me might not work for you. Anyway, the point is, I hope it gets sorted and I wish you seriously the very best of luck!

 




#5022168 Character Creation

Posted by TMurchu on 16 January 2013 - 07:47 AM

I enjoy the heck out of character customization, and I often spend hours trying to get my character to look just like me. Best results: Mass Effect 1, Godfather, some boxing game from like 2007. Worst results: Every elder scrolls game, Mass Effect 2, Mass Effect 3. I mean seriously, ME 2 and 3 apparently decided NO NORMAL NOSES IN THE FUTURE




#5021943 How easy is it to collaborate on a game remotely?

Posted by TMurchu on 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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