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I sold my house 'bout to finance a game development

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Just now, VoxycDev said:

As far as negativity goes, this forum tends to be rather specific practical solutions-oriented. When subjective things like ideas or feelings get involved, things tend to get heated and out of control rather quickly. I've been burned by this at first too. I've had better luck asking specific questions like "why is this faster than that" or "what's wrong with this".

ohh okey sjo horosho tovarish! :D

I am getting learning my way around... sorry for being a noob

Well that does it.. I am willing to work on some prototyping and consulting about the possible designs for this and then interviewing each programmer to give me a functioning prototype of what i need, Id finance 5 prototypes myself and if  someone decideds he can do it and goes out of his way to do it for free of course i wont reject applications for the project.

I will have to now go back to my drawing board and imagine everything again, recalculate and have everything ready. Ill look into specific things and examples how these designs are made and I already have a small book of 300 pages written about everything I will try to order it in an mearningful way so that whoever the programmer is, will know right away what I need.

I am sure that other game developers also do similar descriptions of projects... ill try to find some online to see how it looks like

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Posted (edited)
1 hour ago, Gnollrunner said:

Hi again. Just so you know......... When you quote someone you should respond below the quote box not inside it. Otherwise, it looks like he guy you were quoting wrote your reply.

Practice for the quote. Seeing if this response looks right. Thanks for the tip! I have no idea what I did last time; looking at this UI, I'm surprised if I actually wrote inside the quote box. :)

Edited by Almo

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12 hours ago, AlanDontAsk said:

Plus you move my thread to here? REally? THis is not  a game design question??? Really???? Well if this isn't a game design question then i don't know what is.

He can move your thread because he is a moderator. You posted it in a wrong forum, it is not a design question because you asked about staff management + technicalities related to programming. It's disrespectful to other people to post in wrong forums (because most people reading Design subforum are not interested in management) and you should at least acknowledge you made a mistake (especially since no one accused you of anything just moved the topic to the proper forum where you would get the best answers rsince it's read by people who are interested in the topic you asked for).


Now the advice:

1) Be wise about your spendings (selling a house does not bring you a lot of money mind you, unless you lived in a real palace :D, so always make sure you know you are doing it low budget and do not go overboard).

2) Hire a lead programmer you trust and leave all the technical decisions to him/her (don't bother with engine choice and so on, on your particular situation it's best to leave it to the programmer). Then let the lead programmer to recruit more programmers (if your budget allows).

3) I would choose a programmer who has a proven record of finishing a game before (any level of complexity).

4) After that's done closely observe and manage the finances, milestones and deadlines.

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15 hours ago, Tom Sloper said:

A good project manager doesn't tell the programmers what to do. He gives them a detailed GDD and because they're experienced, they know what to do. They know what engine and language to use. You don't tell them what engine and language to use, if you aren't a programmer yourself.

This is good advice and probably you just got it wrong.

Example: You tell the programmer you want huge worlds with details at all scales, using engine X because some guy on a forum says it's great. But the programmer knows from experience engine X can't do that well, and he proposes to write a custom engine from scratch, or to use another engine Y because it worked well in a similar project before. In this case the programmer is in the better position to make the decision, because you don't know anything about programming or engine limitations yourself.

To find out if the programmers are good or not in the interview i suggest you let them show the projects they worked on. Probability is high at least one guy worked on procedural planets or terrain etc. before and you like it. That's surely better than rejecting somebody just because he likes Java, or for other technical reasons you don't fully understand yourself.

If you would not have worked on 3D models for the game already, i would ask if 2D would be an option. Could make things a lot easier. Pixel art sprites are easier to get done than acceptable 3D character animation for example. Might be still worth a thought. 3D Models could be used than in the next, larger project.


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