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New game partnership !!!


mihaid
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OK...i wanna say something after 4 years of testing different programs, engines...in my opinion, and it's well known, a single person cant make a strong and good game, with several levels. That's why I challenge you !!!! I search partners to make a game ONLINE - similar with World of Tanks !!!!!! :)

 

I'm not a good programmer, but i'm a good builder, even for object or terrains, i known well dark basic professional, one year of lua, and i builded a lot of objects. and terrains, lands..so on... Anyway....if are interested persons to make a team......i wait your proposals.. :)

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It seems i'm not so well prepared to enter in a team for that porpose.. LOL, ...ned to learn few more years proably, and really think leadwerks engine has the power to born a game like WOT... smile.png

 

Popularity not the same as the technology.

 

Minecraft has the most sells in the world, so, as you can see - all you need is idea.

I am not silly. My english is just not really great. T_T

But I'm learning! :D

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Probably the most underrated service if game designer and producer. By that I don't mean you have game ideas, I mean you can take game ideas and turn them into organized documents and can task out jobs effectively. This is a hard skill to find because it's kind of paper pushing and not many people find that fun, but if it's a skill you have or would like to develop and you show people your organization skills then you will be more likely to land a team as a non-technical/art person.

 

Most games are really complicated and it takes a lot of project management to get them completed. Most people just don't find project management all that fun, but most every successful game has had some form of project management.

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OK.....thank you all for your comments..until now...i wait also future comments !!! To tell you the true, if i have a pattern of what is necessary to have a great game online..even like WOT, or Minecraft, it's clear we need to form a team with several field of specialisations, anyway, for me it's very clear i dont wanna give up, and I wanna continue. That;s why I start a list with the necessary fields of experts, please read and let's make a small business plan, if I may say so......so I'll start with this necessary:

 

- programmers in C++ or LUA

- designers in Terrain, objects, characters

- Html5 or probably Java,

- Expert in communications, syncron..so on

- Server expert ..apache...

- If you will play on server or need download..and how much to download....

- Story writer.... important for me..speaking of idea.....

 

I'm sure i wrote a lot of bull****, but also some good things...main problem it's to have a correct plan, to known what we want and what we need to make a good job. I'm good in management and even if peoples say i'ts not so interessing, with full support of team members i think i can manage to make a good job in this field.

Now I just wait your ideas to develop what i just wrote here...

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You have to show people your management and design skills. If you had a detailed plan all documented and ready to go and it made sense and was good, then people would be more willing to trust you in that area. However, this can take months or work and organization to do and it better look good at the end. It can't be a 2 page google doc with some vague description of the game. You have to get more detailed in the requirements. Yes, some of them can change during dev but you have to have a fairly detailed plan for the entire game. It's tough to do because you get into some boring parts but it has to be done.

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I would think about joining if you made a list , I am pretty good at 3d modeling.

I also could code some basic character controller , or other things like pickup items and particles, or even animated textures.

Tell me a list and a more detailed game type...Story in an online game ? Huge server managment and paying for the servers ?

How can you tell that more than people in the leadwerks community are going to play it -> greenlight/desura?

Are we going to make a blog or even stream parts of the developement?

What do i get when we work together ? I suppose you are making the financial stuff so how much does everyone get per month or part of the games sold?

 

//EDIT: I can code with Java and HTML and understanding of server data storing (sql and storing typess like lists, binary trees etc, but havent worked in the field yet.

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I think to launch a campaign on indiegogo...but only after a serious study .....to show our bases, our ideas...to have a story online it's hard, but why not..lets see at WOT......can be done with access levels, for instance to conquer the enemy fortress.,...to have clans..to conquers teritories, maps, buy ammonition....so on......i dont speak abou making a small game..i speak abou to make THE GAME !!!!

offcourse we need our site, our forum......and a good marketing strategy....definitively a Facebbok page.....I red in the history about a teritory or a land of Agartha.....sound interessing, and i dont think only to tanks like in WOT, we can make a game to combine all this weapons, i mean tanks, warships..so on.. :)..seems nice isn't it. I think to make an island of bots...for beginning..there the players will fight...at beginning with smal weapons to conquer OR NOT THAT ISLAND...OR TERITORY....... well, i can speak days and nights about that.....anyway..i'l start a facebook page and a website probably the name will be AGARTHA......and I will give the links next days here on forum......I'm decided to start !!! :)

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A fb page isn't going to do you much. You'd be better off starting a public Trello page for people to see and get your ideas down in there and then organize. That's a better start than a fb page. Also, the game you are looking to do is too much. It sounds like you've never completed even a small demo so no way you should be looking at the game you are. That has to be your 5 year goal game, not your 1 month goal game. Get a game idea going that you can finish in 1 month's time and start from there.

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I wouldn't create a trello page, but create a design document. At least for my game, I created a rough design document about every aspect of the game, from controls, to items in the game, to story, ect. Get your game nailed down to a set idea.

 

Design docs should be very detailed. My design doc, which is missing a lot of information is 15 pages long.

 

At least for me, I created my design doc back in 2013. I still reference it today when making programming decisions.

 

After creating a design document you can then split your game into "tasks" for a trello page as @Rick recommended. A task should be broken down into work that requires no more than 2-3 hours IMO.

 

For example. I have a trello card for Sounds. The sound card is broken into a check list of different audio sounds in the game. Such as walking, item interaction, ect.

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I agree with martyj. I guess my recommendation for trello at this point for him was to bullet out rough draft of what he wants his game to be (what high level features) and assemble the design doc from there as his thoughts are most likely scattered and all over the place and I find Trello to be a nice way to easily organize my thoughts given lists and tasks that you can dragged around and move easy enough, but yes ideally I agree with martyj, you need that design doc at some level once your ideas are organized enough to make it. Then Trello can double as a task list of things to actually do. I view Trello as a jack of all trades vs just a scrum area for development I guess.

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probably i need to start from a low level...in a more simple way.....but i need to establish some things which i cant change later..that's why i want to start with a base from where i can develop later without problems the game....and someone to tell me ..you started in a wrong way...you needed to do that..and that.........i hope you understand me.. :)

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You are going to need a game design document, thats for sure.

It needs to include concept art, story, mechanics, rules, time scales and targets etc.

 

As a lone developer it might be possible to keep all this info in your head, but for a team to develop your game they are going to need precise information on how to complete a given task. Eg, if you want a tank to move at 15mph, it needs to be stated by you. If its not, it will be open to speculation and you could end up with a tank moving too fast or too slow, simply because it was not specified.

 

Sure, you could have a team do brainstorming this design document, but it would no longer be #your# dream.

 

Im sure everyone here wishes you luck and fortune, but for the sake of your success and sanity - preparation is imperative. As they say, failing to prepare is preparing to fail.

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So theres got to be a boss and others obeying his/her orders precisely.

These things so often do not work out. I think I prefer to be a loner.

 

Just because they don't work often is no reason to give it up. Failure is only a learning experience. ;)

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So theres got to be a boss and others obeying his/her orders precisely.

These things so often do not work out. I think I prefer to be a loner.

 

Not so much orders, but a design criteria stated in the design document :)

 

The design document could be created by the 'boss' or a team effort. But it is there to follow.

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Mihaid, i can only tell you one thing. Game creation is like programming. You need to see the end result. I have my game on paper but i found that with all this game engines and tech on the market, it is very hard to succed. Just because the design is only sutible for large teams(from 5 to 50). If you would ask me, my answer is: without any understanding about how game engine, OpenGl/GLSL works you will never be able to make it to the end. I have buld my own rendering engine with all tech i need and i work on my own tools right now. You cannot even imagene how much you could do by yourself. I dont tell you that Leadwerks is bad. But i fell that the only way to learn and understand what you can do is to begin from scratch.

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I would take Sakru's advice with a grain of salt personally. I wouldn't agree with that at all. That's like saying if you really want to drive a car you should make it yourself. You don't need to do that and in fact very few people are doing that in this day and age. You are just starting out, the idea is to start way smaller with your idea first and build the experience it takes to making a game. Seriously, your face game should only take a month and should be very very basic. Probably to the point where it's pretty boring but has basic game parts to it. GUI, player interaction with something, leaderboard maybe, very basic enemy AI.

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As everyone stated in here, the best way to start is with a design document. You don't even need concept art or anything artistic in there.

 

All you need is objectives and your general idea, doesn't have to be fully detailed (although the more detail the better)

 

Start a document off by thinking of the genre of your game, Free 2 Play, MMO, FPS, whatever you want it to be.

 

Give a short plot of your game. "The era is 1876, your a US soldier a tank driver to be specific. Your behind enemy lines feeding intel to your commanders."

 

Having a short plot can give you more information, the era of your game, the theme of your game, the location of your game.

 

Write down the mechanics of your game:

  • 3rd person RPG
  • Massive Multiplayer, Open World
  • Skill Tree System
  • Vehicles, Tanks, Cars.

 

These are just a few things you need to note. As I say the more information you put into this document the more clear your idea is and also the easier it will be to elaborate on your current ideas.

 

With your idea down on paper you can then start looking for a team, modellers, animators for your game assets. Programmers/Coders to work with the modellers and animators to make game assets work in line with your game mechanics. Game Designers to work on the levelling up or skill tree system. Level designers to flesh out the level so that you can test it and make sure your gameplay mechanics will work in your level.

 

Having a design document allows you to manage your ideas without forgetting anything. If you plan ahead that means that things will go a lot smoother and expectations will remain good. Plus you are organized which is the key to success in making a game, no organization and things will start to fall apart, people will leave your team, motivation will be at a low and you will never even reach anywhere near a finished product.

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