If you are skilled enough and you do the work (a decent design document, etc), you MIGHT be able to recruit yourself a team of hobbyists. After that begins the real work of actually making the game and I can say from experience that running a team of beginners/non-professionals without being able to pay them a dime is not an easy task.
If you want to get your game realized by going through the corporate ladder, you should be aware that it will take many years to work your way up a lead designer post. Even if that would happen, it's still no guarantee that you'll get to work on a project of your own choosing.
Since you have experience in recruiting non pros, can you tell me how hard it was to actually do that? What is or was your role in the team and were your team members local to you? I was wondering if you could tell me (if you know), if starting an online team has any good success rates of completing a project? That is a team of people that live outside your city or further? The reason i ask is because I'm a budding artists that's not where he wants to be skill wise, and with what I believe to be 'unorthodox' ideas when it comes to game features, elements or presentation. Not game design per se but more 'protypical' concepts, such as a character customiztion feature in a 3d fighting game that revolves around fighting styles. I won't go to in depth here, but all I can say is I've never seen it done before and would like to see this game come to fruition.
Anyways if I build a design document that outlines key points of all the aspects of a game (or at least most of them), do you think that in itself is enough for others to take interest in what I'm presenting? My plan was to get some sort of prototype going with a team and see if we can do a Kickstarter project once we have the protoype complete. So then i can possibly get more people on board for the project and pay each team member (equally maybe?) with the Kickstarter funds to finish the game. Is this something that sounds feasible, or how would you go about it? Can you offer me any more advice on the subject of hobbyist developmen or experinces you have had while in a team? Anything to expect or not, etc.?
Also, I'm sure PC would be my best bet for which platform to develop on correct? Thank you for any advice you can offer me.
The vast majority of successful amateur online "teams" are really 1-2 man shows with a loose group of contributors helping out from time to time, if you can't carry the project on your own you will fail, unpaid amateurs will not carry your project for you, at best they will contribute a few hours of work here and there.
In order to succeed you will need one person who will stay for the duration of the project and who is capable of "completing"(not necessarily at full scale or quality)the project on his own if necessary (That person should be you, you cannot really trust anyone else to put in the several thousands of hours of unpaid work required)
could someone say me an reliable info how many triangles per
second (or milisecond) are menagable by todays graphics api
to be rasterized on the screen?
But I would to know not any way theoretical value but simple practical
one (for example you got simple array of one milion triangles that describes some mesh - how much time it will take for example to rasterize it)
Also doeas anybody know how many triangles per milisecong software
rasterization can do?
today that really depends on your shaders and the size of the triangles, amount of overdraw, etc.
Todays graphics APIs don't really care how many triangles you use(triangle data are stored in buffers on the GPU and the API only sends a buffer id to the GPU, it doesn't matter if it is 1 triangle or 1 billion triangles from the APIs point of view). (The APIs care about things like draw calls, state changes, etc).
a modern GPU can handle several billion triangles per second in theory. in practice a few hundred million per second shouldn't be a problem in the normal case.
From everything you've said it sounds like Unity might be a good idea but it all depends. Will this game be using 3D graphics? Will you be publishing this game on more platforms than just Android? Do you plan on spending money on this game (there is a free version of Unity but it doesn't publish mobile games and working with teams is challenging)? If you said yes to any of those questions then those are more reasons to use Unity.
The free version of unity includes iOS and Android support now.
Ohh I see, I asked because "Java for games" in my mind is Java + LWJGL, not Java2D precisely. By "standard libraries" I thought he was referring to the usual collections, networking, threading, and so on.
networking, threading, etc are included in the java standard library, LWJGL and JOGL are not. (They are third party wrappers around native, platform specific libraries).
Neither LWJGL nor JOGL are really optimal choices due to the JNI overhead (a proper engine will allow you to minimize the number of calls made through the JNI) but they are still significantly better than the Graphics classes provided by Java.
Is Java viable for graphic intensive video games. More specifically could I recreate a game like Halo or Call of Duty where you need to have quick
input and output? Thanks in advance to your answers
The language choice is mostly irrelevant on the PC, especially if you aim to create something similar to old games like Halo or CoD (a modern PC is significantly faster than the previous console generation and even the current generation (PS4/XBOne), Graphics are primarily handled by the GPU and most of the fancy special effects will be written using GLSL or HLSL regardless of what language you use for your game logic.
That said however, Java has quite many issues that you will have to work around(The Java standard library is pretty awful for games so you will have to rely on third party libraries quite a lot) and it doesn't really provide any tools for fine tuning the lower level details nor is it expressive enough to make it easy for the VM to optimize things for you (You pretty much have to choose between high performance with a slow startup(server VM) or far from optimal performance and fast startup(client VM), i'd highly recommend going with C# instead. (its very similar but provides a saner way to interface with native code if it becomes necessary)
The only Alternative is to pick up some other skills so that you can actually participate in the production of your ideas.
Your ideas are less than worthless, any developer who chooses to work on your ideas, your dreams will not have time to work on his own (and most humans value their own dreams and ideas far higher than those of a complete stranger), you need to offset that, either by bringing skills they lack or money to the table.
I'm just interested in hearing how much time people put into their game development. If you like, please respond with an average weekly total in hours, and what's your level of experience. (Are you hobby programmer only, or professional as well? Is this your first or second game, or have you completed 10 games?)
roughly 2-4 hours / week.
I'm a professional non games programmer (The games are a hobby)
I've completed 8 games thus far(all of them before i started programming full time for a living) and got 2 more in progress (one is a side project at work and one is a personal project (My employer is nice enough to actually let me keep my personal projects for myself which is a bit rare these days).
I do software development of some kind 40+ hours per week though.
How much do you guys usually charge for doing some remote game design work ?
Thanks a bunch!
Normal full-time professional freelance rates in Sweden tend to sit between $60 and $200 / hour (depending on project scale, experience, competition, demand, etc), i'd assume rates are similar in most western countries. Game design rates might be lower due to a fairly low demand (compared to other freelance services)
Thank you, I understand. Is open source game development different from other kinds of open source software development? what I mean is is the process more or less the same, what are some of the major significant differences between the two?
Games (usually) require a lot of artwork, (models, textures, sprites, music, soundeffects, etc), productivity software does not.
Productivty software is made to solve a specific task so feature requirements tend to be a result of the users needs rather than what the developers believe would be fun.
It is far more difficult to get a lot of skilled developers to help out on an opensource game since everyone has their own idea of fun, most successful opensource games are made by very small teams(sometimes just a single person) who accept usually minor contributions from the community.
With important productivity software things are easier since not only does alot of people have similar needs, there is also quite a lot of money involved as many corporations benefit if the software improves. (Being able to pay developers to work fulltime on a project is a huge advantage)
Well i am using blender for now...know the full controls...then somebody told me that zbrush is better...was really confused by the answer of the person...i am a total newbie...
ZBrush is primarily a sculpting tool, Blender is a complete 3D package (Allthough Blender does have some sculpting functionality as well and newer versions of ZBrush have basic animation support and a few other non sculpting features)
ZBrush isn't really an alternative to Blender. (it is a great tool to use alongside something like Blender or Maya, but it is not a replacement for those tools)
I made an iOS/android/kindle game that I spent about 4 or 5 months on. I think I've gotten about 8 downloads. My problem is I'm a marketing doofus and really failed to get the word out. But yeah, definitely a depressed potato.
I wouldn't call my game a diamond. More like a thing I want people to play and see. Also some money to pay for food would be cool.
if it is your first game, make it free to maximize exposure, if it is good enough to keep players interested you have a great place to market your future games.