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Author Topic: Developing a Game: How not to fail (10 tips)  (Read 17772 times)

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OcarinaBoy

Re: Developing a Game: How not to fail (10 tips)
« Reply #20 on: April 06, 2006, 07:08:45 pm »
Let's set up a team of spriters and programmers to make the ultimate fangame.
2 spriters, 2 tilers
2 programmers
1 music guy
1 guy to encourage the rest and provide a healthy dose of humorous remarks to keep the good mood in.
1 supervisor/coordinator with general idea and plot

you forgot the betea-testers :o
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Re: Developing a Game: How not to fail (10 tips)
« Reply #21 on: April 06, 2006, 08:55:22 pm »
  • Fendez Coder
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good advice all round there - maybe it will generate a higher ratio of finished:never finished OoT2D's eh :P

lol, the let's make an ultimate team idea will work, in theory - like all the other teams out there, but usually fails to deliver eh  :-\ but if you follow this advice properly, no stopping you!!! (in theory ;))
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Och vi som väntar på något gott vi väntar alltid för länge jag vet, jag vet
men ett liv med låga krav är som sommar utan sol och vinter utan snö
Och vem vill leva så
  • Fendez Games

Piers

Re: Developing a Game: How not to fail (10 tips)
« Reply #22 on: April 06, 2006, 08:59:48 pm »
I think i have been guilty of planning too big (back when i tried to make oot2d), i have also been guilty of not knowing my own limits, and trying to go it alone, and all of them got me nowhere. Recently i started worknig with(not for, with) Fendez Gaming, i am working as a team for almost every game we make (and they are coming fast, not just walking demos, full games!) we have many brand new origional games (check out ainevoltas for an example guys), a few unorigional ones such as ganondorfs mask ect, we all know our games, enjoy them very much so, and take all of our criticisms to heart, and i can truely say that this guide is almost perfect, you enjoy making your games more, do not get fussed if you are not replied to instantly, gain more respect from members of the forums you post on ect, this guide is more like the god of games, if you follow the rules you will reap the rewards in, if not your train stops and your coal will burn out, leaving you stranded...
Its a good idea NOT to know you own limits. My moto is "If it dosen't work. Try again. If that dosen't work.... SMASH!". The only project I think was impossible for me was when I got the idea to do Wind waker in Gb when I don't even OWN the game.
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Re: Developing a Game: How not to fail (10 tips)
« Reply #23 on: April 06, 2006, 09:20:05 pm »
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you forgot this one

NOTE: this will only work if you are the boss..
"if someone is lazy, fire him!"
and...
"try to know more about the people you are about to hire. ex. if he has quited other games, if he has been fired, etc"

this might help >_>

Erm. No. XD if everyone is the boss, then no one will join your game, and there will be no teams :P
if you are paying them they will join XD, but this only happen if you are new to game developer, or you are a professional developer.
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pxl_moon (dotyue)

Team Dekunutz
Re: Developing a Game: How not to fail (10 tips)
« Reply #24 on: April 06, 2006, 10:30:45 pm »
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I think i have been guilty of planning too big (back when i tried to make oot2d), i have also been guilty of not knowing my own limits, and trying to go it alone, and all of them got me nowhere. Recently i started worknig with(not for, with) Fendez Gaming, i am working as a team for almost every game we make (and they are coming fast, not just walking demos, full games!) we have many brand new origional games (check out ainevoltas for an example guys), a few unorigional ones such as ganondorfs mask ect, we all know our games, enjoy them very much so, and take all of our criticisms to heart, and i can truely say that this guide is almost perfect, you enjoy making your games more, do not get fussed if you are not replied to instantly, gain more respect from members of the forums you post on ect, this guide is more like the god of games, if you follow the rules you will reap the rewards in, if not your train stops and your coal will burn out, leaving you stranded...
Its a good idea NOT to know you own limits. My moto is "If it dosen't work. Try again. If that dosen't work.... SMASH!". The only project I think was impossible for me was when I got the idea to do Wind waker in Gb when I don't even OWN the game.

no thats just running against a wall xD

Know your limits is good, then you know what you have to overcome to get better...


@ultuimateteamlist: yeah, the real problem here is:

1. too many projects for lesser amount of talented people...
2. talented people making often their own projects
3. less people try to make their games "really"
4. for point 3.= thats why often people dont join a team.... the games dont go further in progress...
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~~Resources~~
~Minish Cap Style~

Minish Cap Beta:Firerod Icon, Majoras Mask:ChuChu, Ocarina of Time:Gossip Stone, Oracle Series:Link plays the "Herpes of Ages", Impa, Wand Maker: HUD
~GB-Zelda Style~
Ocarina of Time: Deku Caca
~Other~
Paper Mario Style Zelda&Link, Tetra Trackers HUD-Cleanups

Re: Developing a Game: How not to fail (10 tips)
« Reply #25 on: April 07, 2006, 01:38:46 am »
  • The Broken King
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The know your own limits part is more along the lines of, if you've never programmed before, then don't try to make an MMO that's better than WoW. And know what you can and can't do - yes, it's good to break your limits, but if you can't sprite, don't challenge yourself to make life-like realistic smoothly animated sprites.
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  • Broken Kings [Temp Site]

Limey

Re: Developing a Game: How not to fail (10 tips)
« Reply #26 on: April 07, 2006, 01:52:49 am »
I agree completely with the first post, but the hard part isn't knowing and understanding that stuff, its just actually doing that stuff XD
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Re: Developing a Game: How not to fail (10 tips)
« Reply #27 on: April 07, 2006, 03:28:03 am »
  • Issac_Amisov
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Quote
1. too many projects for lesser amount of talented people...

That would apply to my game, lol.
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Gilgamesh

Re: Developing a Game: How not to fail (10 tips)
« Reply #28 on: April 07, 2006, 09:46:36 am »
You can't have too much different spriters. Their style would differ too much. I'd take someone for Link, NPCs and human sized enemies, one for bigger enemies and bosses and one for menus, HUD, etc. Tilers should be in charge of actual tiles and overworld items such as rocks, bushes, etc.
Since they have different tasks, even if the style is a bit different, you wouldn't notice.
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pxl_moon (dotyue)

Team Dekunutz
Re: Developing a Game: How not to fail (10 tips)
« Reply #29 on: April 07, 2006, 10:19:19 am »
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You can't have too much different spriters. Their style would differ too much. I'd take someone for Link, NPCs and human sized enemies, one for bigger enemies and bosses and one for menus, HUD, etc. Tilers should be in charge of actual tiles and overworld items such as rocks, bushes, etc.
Since they have different tasks, even if the style is a bit different, you wouldn't notice.

thats what the "director" must coordinate... he shouldnt just have a idea, he should be able to overview the project and when he said "lttp style" and somebody makes something that doesnt fit into lttp, then he should tell him to change it... not just, you two make sprites, you code, i sit here and do nothing
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~~Resources~~
~Minish Cap Style~

Minish Cap Beta:Firerod Icon, Majoras Mask:ChuChu, Ocarina of Time:Gossip Stone, Oracle Series:Link plays the "Herpes of Ages", Impa, Wand Maker: HUD
~GB-Zelda Style~
Ocarina of Time: Deku Caca
~Other~
Paper Mario Style Zelda&Link, Tetra Trackers HUD-Cleanups

Re: Developing a Game: How not to fail (10 tips)
« Reply #30 on: April 07, 2006, 10:31:54 am »
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planning is important, there's been too many teams i've worked with where no planning was done beforehand
it's also good to have a backup plan if something goes wrong or to prevent something from going wrong (losing data, people not doing things on time, people quiting etc.)
having it all down on paper makes a big difference and it's also helpful to help new team members get filled in on what's to be done
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Piers

Re: Developing a Game: How not to fail (10 tips)
« Reply #31 on: April 08, 2006, 06:26:41 pm »
Don't forget:

PPPPP

or

Proper
Planning
Prevents
Poor
Performance
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Re: Developing a Game: How not to fail (10 tips)
« Reply #32 on: April 08, 2006, 06:50:57 pm »
  • The Broken King
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Wow, that's actually a really good way to remember that, Piers. I like that one.
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  • Broken Kings [Temp Site]

Piers

Re: Developing a Game: How not to fail (10 tips)
« Reply #33 on: April 08, 2006, 06:59:04 pm »
Wow, that's actually a really good way to remember that, Piers. I like that one.
Thanks. To bad I just stold that from my Boot camp teacher this morning.
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Re: Developing a Game: How not to fail (10 tips)
« Reply #34 on: April 10, 2006, 04:26:58 am »
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Wow, that's actually a really good way to remember that, Piers. I like that one.
Thanks. To bad I just stold that from my Boot camp teacher this morning.
ROFL, well, im glad you have a Boot camp teacher that teached you that lol...
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Re: Developing a Game: How not to fail (10 tips)
« Reply #35 on: April 10, 2006, 08:19:30 am »
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Aaah hmm, I might sticky this one...this is useful stuff if you really want to seriously start a fangame :)
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Re: Developing a Game: How not to fail (10 tips)
« Reply #36 on: April 18, 2006, 04:40:48 pm »
  • Issac_Amisov
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Don't forget:

PPPPP

or

Proper
Planning
Prevents
Poor
Performance

xD nice acronym

remeber you AAAAAA's


After
bAting
Agile
Ants
Always
rAn

didnt make quite as much sense.. but still...

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Piers

Re: Developing a Game: How not to fail (10 tips)
« Reply #37 on: April 18, 2006, 10:48:38 pm »
Don't forget:

PPPPP

or

Proper
Planning
Prevents
Poor
Performance

xD nice acronym

remeber you AAAAAA's


After
bAting
Agile
Ants
Always
rAn

didnt make quite as much sense.. but still...


Not everything starts with an A though.
On a related note:

P-eople
P-ronounce
P-op
P-o-p
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pxl_moon (dotyue)

Team Dekunutz
Re: Developing a Game: How not to fail (10 tips)
« Reply #38 on: April 18, 2006, 10:53:08 pm »
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hm.... that OFFTOPIC TALK remembers me of ZSWDFTWOTSCC

ZFGC
SEARCH'S
WITH
DSR
FOR
THE
WINNER
OF
THE
SPRING
CHARACTER
COMPETITION

anyway... shouldnt yo come to topic again?
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~~Resources~~
~Minish Cap Style~

Minish Cap Beta:Firerod Icon, Majoras Mask:ChuChu, Ocarina of Time:Gossip Stone, Oracle Series:Link plays the "Herpes of Ages", Impa, Wand Maker: HUD
~GB-Zelda Style~
Ocarina of Time: Deku Caca
~Other~
Paper Mario Style Zelda&Link, Tetra Trackers HUD-Cleanups

Re: Developing a Game: How not to fail (10 tips)
« Reply #39 on: April 18, 2006, 11:37:51 pm »
  • Issac_Amisov
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* Issac_Amisov sings

La la la la la

Rent-A-Mod!

la la la la la

* Issac_Amisov stops singing

Erm... >_>
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