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About HipK

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  1. [quote name='Orymus3' timestamp='1353804038' post='5003846'] The truth is, most projects fail, no matter how much preparation and dedicated people you have. [/quote] 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!
  2. [quote name='Orymus3' timestamp='1353686963' post='5003523'] 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. [/quote] That mean i have to join in some failing project before? [img]http://public.gamedev.net//public/style_emoticons/default/biggrin.png[/img] Sorry but i haven't fully understand your suggestion. [quote name='paulscott' timestamp='1353708557' post='5003589'] 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. [/quote] Eh,it's always about money [img]http://public.gamedev.net//public/style_emoticons/default/rolleyes.gif[/img] 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. Thanks.
  3. 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" thing. What do you think of it? @Krohm The idea to keep costant contact with them (without beibg ossessive [img]http://public.gamedev.net//public/style_emoticons/default/biggrin.png[/img]) 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.
  4. Hi everyone, As title,i'd like a few adivice on how a team for making a [b]simple [/b]2D JRPG should be like. I've already been into a game project (not jrpg) but it gone after 3 weeks because 2 concept artists,1 modeller and the former (modeller) were basically always inactive.One of them even reaplyed me to a mail after an half year when the project was totally abandoned...[img]http://public.gamedev.net//public/style_emoticons/default/wacko.png[/img] The only active one was the good guy story writer. Anyway,(oh,i'm a programmer) i'm going to complete the engine (Map Editor,Scripted dialogue,GUI system,Script system,game entities and so on..) to have less work on the programming side when the project starts.So as soon it's complete,i'd like to use it for a small game. I really want to start and [b]finish [/b]a project because i want something [b]done [/b]in my portfolio. How a team for this kind of game should be formed? (I mean,how many people and in which role) And how can i avoid to have all those inactive people like the last time? Thanks in advance.[img]http://public.gamedev.net//public/style_emoticons/default/wink.png[/img]