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About Mosker

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  1. Your document: does it have rough estimates for hardware, personnel (full-time and contract), and art needs as well as a timeline ranging from: Demo that's a proof a concept on one platform-> to....(in the order that suits you, your project ) multiple platforms, multiple languages, scaling for multiple users, marketing projections and costs, etc. I've been with a startup (now scrubbed from the Internet)--not a founder, but far from the last hire--and from my limited experience, if I were a potential source of funds, the first thing I would do with your document is turn to the appendix where the projected schedule and cash need breakdowns are present. Even with the expectation that the estimates may change wildly, if that doesn't look really well thought out, prepared, no idea or presentation will be compelling enough. What you learn in your research and preparation of this appendix may be more valuable than much of your technical knowledge.
  2. Dialogue can be subtle, but communicating subtlety in text alone can be difficult --especially when you might be thinking about multiple languages (one could argue humor is worse--Knights of Xentar scribe here. Google it and see the insults of my weak jokes and equally weak voice direction) Alternately, colors, symbols, numbers and icons and communicate a great deal (insert caveat about clutter and overcomplication). Kismet: just today I was reading about the leftist Paris protests of 1968, and unease many felt with the adulation of Che Guevara and opposition to war in Vietnam did not mean philosophical alignment with the Vietcong. Later I heard a news piece about those who voted for Obama and Trump. In a game, commitment is something to be nourished in your people, but 100% commitment? Those are fanatics and it could go sideways. To go back to the just like a wargame perspective, replace "commitment" with "morale"...
  3. Mosker

    opengl 4.5

    @Green_Baron: Any book you'd recommend for someone with code experience and works best from a physical book rather than online tutorials, etc.? And @fleabay , if you ever start a band, you could do far worse than Accidental Trolls as its name.
  4. Mosker

    Should I drop my partner?

    Hellish situation. Been in it but it was a unique situation: Kept the partner, Did the lionshare of the work, covered all of the expenses and provided him cash. Even then, the friendship suffered. Regrets as to the uneven expense? None. As to how I handled things including all communication? Tons. (He had skills I could never develop.) Your question to partner: "Are you willing to commit more time and potentially money once we reach that point where we need outside assets?" Be prepared to purge your game of partner's document, or work out something now before your investment increases. It's not about ownership, thinking you will create the next Doom or Facebook or World of Warcraft, or (given your team size) Tetris...it's about being able to work and have a friendship without ambiguity, doubts, suspicions and fears getting in the way.
  5. Mosker

    Developing Skills as a Gameplay Programmer

    Jason, two related suggestions about getting into the mindset of gameplay programming, both stemming from the assumption that game design is the most unpredictable part of any project and the gameplay programmer needs flexibility in thinking more than pure research or math skills (which is what we tell ourselves because we lack those...) 1. Start with a very simple, classic game: Space Invaders, Tic-Tac-Toe, your basic run and jump platformer, a simple shooter...and start coming up with crazy "what if" ideas and trying to implement them. What if a Space Invader shield would fall on you if you stayed under it too long. How about a 6X9 grid for tic-tac-toe--and what would be the victory condition? What if hitting any platform in a platformer change gravity. What if your shooter opponents shot healing icons at you while you were losing health constantly because of the environment? Get creative with user input too. Pong with the paddle control in a single key or button. A turn based Mario game (fixed movements, so many enemies and hazards on the screen, you'd have to think far ahead). Asteroids with no thrust--your gun yields a kick backwards when you fire. Dealing with weird problems of how generic or specific code should be is what much of gameplay programming is--especially if you're on a small team and have a good deal of responsibility (q.v. the discussions on object-oriented programming.) Part of my portfolio back in the day was a poker app (Pretty ugly too: I knew my technical limits and being an English major, I often got hired knowing I could be drafted for emergency documentation duty), but I did a variation where you played hold 'em and players could bid on cards. It's an existing turn based game with an added auction mechanism and all that entails. That's what help me land my dream job. 2. If there's an accessible tabletop game development community, get involved. Go to Unpubs. (unpub[dot]net) or any convention where they do playtesting with unfinished designs. Changes often occur during the playtest (ok for the rest of the game, you're all drawing three cards and now pass one to the player with the lowest score). Ask yourself, How would I implement that change if I were porting the game? Would I be ready for it? What other questions would I need to ask? Hope this helps more than harms. Pax.
  6. Mosker

    New Update - Design Document Draft

    Player (armchair) psychology: being tired looks like a nightmare. Flip it around (in graphics, text etc.) so make tired, normal which is not so effective but stimulated/well rested/energized the equivalent of what you now have as normal. On a tabletop RPG, it wouldn't matter so much, probably force the players to role-play and think a bit more, but slowing anyone down in a video game is a nightmare that needs to end as fast as possible. All that change are your labels and graphics (and bell curve reflecting states/time, etc...). How you approach this issue will help you with guidance for art style, story etc.
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