This is interesting, but for now I'll have to keep an eye on this idea without joining for sure. I need to start looking for jobs hardcore soon, and my free time is currently wrapped up in CMT work. This is certainly intriguing though.
i'm interested, but not sure if i could contribute
i'm interested, and could contribute ingame-art
i'm interested and could contribute coding and/or scripting and/or other game-logic
i'm interested and can contribute in both game-art and coding
i'm interested and willing to contribute concept-art
unless you intend to make a visual puzzle game where the visual style heavily affects gameplay, i don't see why not.
as for premature, if this shit doesn't pan out, i can always still keep the pre-production i put in for a personal project, so it's no loss to me either way.
IF this gets off the ground, i'd probably work with a few people strong in their fields to get a barebones prototype working, to give all the less experienced people something to grab on to, and add on to.
Last edited by neuro; July 5th, 2012 at 03:24 AM.
I think I'll keep tabs on this and see if I can work on things related to it. I doubt I'll actually contribute, but the motivation alone should get me off my ass to do some real modelling work that could help me down the line. Who knows, I might make something worth a damn, and if I do, then :awesome:. If I don't, well at least I learned something from the experience.
The visual style of a game depends on other factors like the emotion trying to be shown through the story - for example, GoW 1 is a dark, gritty game (Depressing/horror), while Halo has a nice visual style that constantly changes colors and enviroments (Adventure). They also need to be consistent.
Anyway, I'm intrested. I can do level design / gameplay mechanics.
Btw, if this seriously does start off, we need a good SVN so we dont have to worry about transferring files between members and so we can have a good organized work enviroment.
Last edited by Higuy; July 5th, 2012 at 09:50 AM.
There are better tools available for the job than SVN.
Personally, I would recomend grabbing a few active people and doing a "Game Jam" of sorts. Basically, spend two weeks getting to know people/their work habits while making some throwaway game/project. Keep track of what worked and what didn't, and move on from there.
Last edited by legionaire45; July 5th, 2012 at 07:47 PM.
jump to concluions more k
with some people i mean you folks, specifically those most interested and able to contribute.
ive just been tossing ideas around to see whet might work best with an open development structure in mind, since ye know, it would be nice if something actually got finished.
i mentioned before id make a bunch of polls and such to decide where we want to go.
its stupid if you think itd be a good idea to just say GO and then just expect people to do stuff and something useful to happen.
PROTOTYPE, have you ever seen a game prototype
heres an example
http://eu.spore.com/extra/?id=10511&lang=en
late edit:
i'd also like to add, that if people are going to be working on it from start to finish, they SHOULD get more say in what goes and doesn't go.
someone doing one or two models without UVs and texture shouldn't expect to get full weight in whatever happens.
they get their fair share and more, but it has to stay fair to everyone.
Last edited by neuro; July 9th, 2012 at 10:56 AM.
There are currently 1 users browsing this thread. (0 members and 1 guests)
Bookmarks