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SpiritBlade

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About SpiritBlade

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    Newbie
  1. So I have been messing around with the Unity Game Engine and did a little research on the web for shortcuts to functions and simpler ways to complete tasks etc. and I found the ProCore products and decided after reading some reviews to go ahead and purchase the ProCore Builder and it has made my life SO much easier. It is very easy to use and really helps with both the learning process and caters to more intermediate programmers as well.   Anyways if anyone would like to try it out to see if they like it I can bundle it up into a zip file and share with you if you would like. Just let me know, it isn't a huge file so no worries there, I just wanted to share this great product with you guys and didn't want to break any rules so I am not going to attach it to this post. Thanks.
  2. SpiritBlade

    When to Recruit

      Only as little as possible to avoid severe creative differences.   Nobody wants to work for free on somebody else's game design.  It's much more useful to motivate people by giving them input in the design itself, so it's not "my game", it's "our game", which is a kind of creative reward that has value in itself even without pay.   You have to narrow the game design down enough to avoid a complete lack of direction, feature creep, or conflicts between team members.  Such as:  one only likes JRPGs, the other only likes FPS - how do you resolve this?  You don't.  You only recruit one of them based on their having similar interests in line with the overall goal.   Narrow it down only just enough, but leave it open so contributors can feel like it's their game.  Achieving that balance in itself is something of an art.         Where volunteer projects are concerned, that's almost impossible.  People will come and go from week to week, maybe only contribute a couple sketches, or one sprite.  Things are unfortunately very unlikely to match.     And most artists who will work for free are both unwilling and unable to follow a strict style guide.     The rare and magical exception to this is FAN games, which are ripping off a very popular IP that the artists want to copy. For example, some Zelda fan games have gone pretty far in getting various artists to work together to make consistent assets.  They are also more motivated by fandom. However, this is also illegal.   For programming, it's a little easier for somebody to drop in and contribute a function or two.   In the case of artists, you may either have to learn to accept inconsistency, or bite the bullet and pay for art.   If you're really lucky, you may find a half decent artist who will contribute to the project in a big way for free, but you'll have to pay them in spades in terms of letting them reign as king over game design and story in order to get that kind of investment.  You'd basically just be finding an artist to work for to make his or her game idea.  And even then, they may still flake off one by one, and have to be replaced, completely gutting all of the game's story and art for a new artist to move in.     Keep it simple, and make sure all the art for the game can be finished in a few weeks by one artist; that will maximize your chances of making it work. Some very valid points thank you. I plan on doing a 50/50 deal where the project is concerned. What I would really like to do is get a small group together, maybe 2-5 members and form a permanent team for this project and future ones as well to share the revenue equally with and pay for services we need from freelance/professionals as the project calls for it. I realize this is a large goal to have but something I have been wanting to make happen for quite some time. I don't have any high expectations of his happening over night and I will be doing as much work individually as I can until I achieve success so I am making sure to set some guidelines to follow. I had a team I worked with before on a MMO project and it failed miserably due to A LOT of the circumstances you guys have listed and what you have posted is really going to help me with this so it is much appreciated. Thanks guys!
  3. SpiritBlade

    When to Recruit

    This helps me a TON on what needs to be done. Thank you!
  4. SpiritBlade

    Christmas List 2014

    So I live in Georgia and my mom lives in Florida which if you aren't familiar with the distance, is about 375 miles from me give or take. She won't be able to visit me for Christmas so she decided to send me my gift early which was a brand new gaming laptop which I received a few days ago btw and I LOVE it! Anyways I just figured I would post the rest of my Christmas list for this year and see what you guys would like this year. I know it is a little lame but hey I still get excited at Christmas and I probably always will. Not just because of the gifts but just the all around happiness and family time that comes with it.   My Xmas List 2014     Gaming Laptop  [LOL] Middle Earth: Shadow of Mordor PC Game Wildstar PC Game Gaming Mouse PC Gamepad Superman Mouse Pad Adobe Illustrator CC 2014 PC Software Winter Hoodie Jacket [Blue or Red] Green Lantern Baseball Cap or Beanie/Toboggin   That's about it, not asking for much am I? lol.   So what about you guys?    
  5. SpiritBlade

    When to Recruit

    I have been working on a project lately and would like to get some help with some aspects I am not as familiar with in my skillset. I don't want to just randomly start recruiting anyone who will sign on and would like to put together a successful team and have a successful finished product so I am trying to make sure I prepare properly so my question is when is a good time to start recruiting? How much material should I have ready for review for potential members of the team? Also what is a good dos and don'ts on recruiting?
  6. SpiritBlade

    Starting Game Development Questions

    Every one else has covered pretty much everything to get you started and since I am a new member I won't make some long drawn out post about what steps to take or give you an essay of advice from my own personal experiences but what I will urge you to do since this is your first development project is to just remember one simple little word that is kind of a golden rule in programming.   KISS   Keep it Simple Stupid!   Don't try to make a blockbuster on your first project and while you are learning the development process try to keep everything as organized and simple as you possibly can. Game projects can take anywhere from a month to several years to complete and by keeping things simple during this experience you can cut your workload in half or even more. This is a good thing!! I see too many aspiring developers burn out before they ever complete their first project and it sucks because a lot of them have some great ideas!   Good luck!
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