Let's make a game in one year!

Started by Grim, Sun 06/01/2013 04:26:55

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Grim

Hey;)

I guess I've established myself enough in our little community to prove to you all that I can finish what I've started and make a fine game. But it just takes too long to work on a project alone... So, lately I've been thinking about getting a team together to speed up the process. It's stupid to spend 3 years working on one thing. I want to make a game in one year. I'm sure it can be done...

The problem is this: all these years doing my own stuff I don't know if I can actualy work well with other people. No matter how good they are, what they produce will always be different than what I've planned/imagined it to be... And even worse- I've accepted that people have tendency to let you down and while at first they feed you wonderful promises and reassure that what they're supposed to do will be done in a day or two, they end up not doing it at all or losing interest. That's why there is so much vapor-ware around these forums and fair enough- it's extremely difficult to focus on one thing for such a long time and not get bored of it. And that's exactly the kind of person I'm not looking for;)

Who I'm looking for then?

Well, I'm not sure exactly... Animators? Character artists? Programmers? These are the areas that I consider my weakest and having on board some individual with strong skills would save me a lot of time and help me make a better game.

I'll put it like this: if you think you have this *special something* and can make a game with me in one year, get in touch and show what you've got, and you might become a part of Harvester Games, make some money on it, and develop an awesome game;)

LTGiants2000

Rem, I think you could work really well with others just in my short dealings with you (testing and voicing in The Cat Lady). I'm not entirely sure I can offer you something you can't already do on your own since I am not the best animator, artist or programmer but if you ever need anything let me know. I'd love to work for/with Harvester again in the future.

-Rob

Slasher

If one decides to make a game and it's going to take a year or more (with a team) then it had better be better then great else what a waste of time and life.

Grim, I wish you 100% that it all works out for you and I eagerly await....

8-)


miguel

#3
Grim, first of all congrats on the success of Harvester Games.
I'm not "applying" for the job but would like to give you my opinion. I too am working on a game, with a team of 4 (one member is a AGS forum member). My predicted deadline is around 1 year as well, 14 months more like it. I believe it's possible to deliver a quality game, with help within a year's time.
Now, I think that people will gather around you and work on your next game, you've proven yourself already.
But, will they stick around in March or April still? You can't really know.

My advice is to give your working force a compensation (money) for tasks. Agree with them what is a fair deal. A future income promise is risky for everybody and more likely it will end in lack of interest and motivation. While people being rewarded for delivering a skill that they like (even if it's not much) will stick with you for personal interest as well (portfolio, acquiring experience with deadlines, being told what to do, etc...).

Good friends aren't good working partners. Not often, no. Ideas crash and personal issues arise more often than it is recommendable. You may end damaging a relationship and loosing a skilful worker. But, a friendship may begin based on a solid and professional relationship.
I also don't put any pressure on the people that work with me and understand that they can have a "tough week" with their lives, problems and such.
I rather have a good walking-cycle that took 2 weeks to get to me than have a bad one that I could have done it myself.

You are the producer and the guy with the main idea. A team must have a leader. There is no other way. But saying this doesn't mean you aren't listening to others. Talented co-workers will tell you that you're doing it wrong because it's their name and work that's on the line as well. But do pick a bunch of people (friends are allowed this time!) among the community and show them updates. There isn't a better community than the one we belong.

From pixel-art forums to writers forums it took me 3 weeks to find people with the same "wave-length" than me.
Having solid documentation about your project to show is something crucial for writers. For example, the man that's doing my 2D animations wasn't the (apparently because I'll never know for sure) the one with the best samples (portfolio). He wasn't even sure he could do it and at one time he wanted to quit. We had a talk and I convinced him that he was the right person. Glad I did it.
Search the internet for people wanting to strive in game-making. Take your time. Although the AGS community is fantastic, there are other forums with quality people around.

To finish perhaps what you already know and I'm sorry if that's the case, let me tell you that working in a team is complicated. Everyone's task must be well defined before starting a project and concessions on this are likely to damage the project. Not every body can work in a team. My last advice is to work on a Demo, consider it the pilot-episode of something that can turn into a full game. Gather a team and explain your goals for the Demo. Set a 3 month deadline for example. This way you'll find out if you're cut out for team work or not.

Grim, this is my humble opinion. From someone that hasn't released anything close to The Cat Lady but with the desire and passion to do so.
I wish you all the best with your project.



Slasher: people make great games, working hard! There's no magic formula telling you that a idea will become a great game. And like everything in life, without dedication and work nothing is accomplished.
Working on a RON game!!!!!

Hece

I might be intrested, but I can be considered as novice. In pretty much everything. I still think that you would want to discuss with me about this.

Baron

Quote from: Grim on Sun 06/01/2013 04:26:55
....and can make a game with me in one year....

In a year, or less?!?.  Well, that counts me out....  ;)

m0ds

#6
Hi Rem, why not consider something episodic, less demanding on resources and can be finished up quicker. Or, if you really want to get clever (and rich) - start using Unity or Source Engine (Valve) perhaps? Knowing a little bit about where you hope to head in the future, if I'm brutally honest, I'd say it's worth looking into some 3D and portable things that aren't AGS. People here have the skills to do many a game thing that won't just help with a 2D adventure game, but beyond. I've always been interested to tap into people round here's non-AGS talents (there are so many modellers for example). That said, you also know I think TCL is a good 'framework' for a future game, despite it being hard to transfer over into a new project. Anyway I guess my main point is, why not try something smaller and quicker rather than something the same size as say TCL with more team members. And if big games are still you're thing, why not begin tinkering with 3D? Anyhoo you have my support whatever, so good luck!

an Urpney

Unfortunately at this point I can offer myself only for beta-testing â€" after finishing your two games I know I can spend far too much time trying to win, fail, search for hidden secrets, overthink and break any game you create. For free and with a promise to buy the game when it's out : )

Quote from: m0ds on Mon 07/01/2013 04:51:38
And if big games are still you're thing, why not begin tinkering with 3D?

Can't imagine keeping that artistic feel with 3D.
Born to the sound of marching feet,
Trained as a military elite.
Each of us drilled and singled out to be,
An Urpney.

m0ds

#8
I'm sure he could create a superbly twisted 3D reality if necessary, and actually induce pant shitting that way (laugh)

Anyway Rem I already told you about a smaller/episodic (2D) project that I would welcome you as lead designer for, remember those movies you don't really like? :P I got the official go ahead, so I'd be happy to attempt to take that project to the floor here so there's plenty of additional help and it needn't be on TCL framework either. It could be point & click.

You should also send your CV to TellTale games as a writer methinks ;)

Grim

Thanks for advice and encouragement guys;) You are certainly right about many things, Miguel... And I will have a long good think about it before I start anything new. I've been looking into Unity actually and it seems like a fantastic piece of software... But using it means I have to learn from scratch... Then again, just imaging The Cat Lady running in a 3d engine, allowing me to pan in and out, seems like a very attractive prospect. Perhaps it's worth it?... Hmmm... I gotta think...;)

theSynapse

Advantages of Unity are that you can lock it to a 2D plane and then just work in that. You don't HAVE to go 3D. I'm thinking about tinkering with Unity 3D just to essentially make something AGS like, but which I can publish to a variety of platforms.

Anian

#11
Quote from: theSynapse on Tue 08/01/2013 15:09:40
Advantages of Unity are that you can lock it to a 2D plane and then just work in that. You don't HAVE to go 3D. I'm thinking about tinkering with Unity 3D just to essentially make something AGS like, but which I can publish to a variety of platforms.
Go nuts:
http://www.rocket5studios.com/tutorials/make-a-2d-game-in-unity3d-using-only-free-tools-part-1/
http://www.walkerboystudio.com/html/unity_training___free__.html#unity3game3
http://www.lucianoiurino.it/point-click-graphic-adventures-system-in-unity3d/
I haven't found anything to make an adventure game, mostly platformers.
I don't want the world, I just want your half

theSynapse

True, but that's the case with many tutorials for engines. Platform games require less to get to a stage where you have a vaguely decent product. Also, you have to remember that adventure games are still pretty niche, so there are less likely to be tutorials and resources for it.

I think there's a book that was suggested in another thread here. It's one that Azure suggested and there's a new print coming out in March which uses a point and click for the braids of a tutorial.


Technocrat

Also on Google books, if you don't fancy paying for it quite yet.

theSynapse

OH cool! Cheers Technocrat. I'm getting the older version soon since i have licences for iOS etc. for it, but this is nice till then.

Snake

Make a game in one year... awesome. I've been "working" on the same title since '03, I guess I can be counted out as well ;)

Good luck, Grim. You are a talented and motivated fellow, I wish you the best of luck and I look forward to seeing the finalized team you gather :D
Grim: "You're making me want to quit smoking... stop it!;)"
miguel: "I second Grim, stop this nonsense! I love my cigarettes!"

MurrayL

Well, I might be of some use here. My first two full AGS releases were both Ludum Dare entries made over a weekend, so you could say I'm used to a speedy working pace!

My strongest suit is my writing, although I certainly know my way around all but the most complex AGS scripting tasks. I've also got a couple of years experience with Unity, if you choose to go with that engine instead ;)

Cogliostro

Grim,

I'm in! 

You enjoyed Nine Hours to Dawn, so you've seen where my skills lie and, more importantly, how my art style will clash with most others. 

Two suggestions, which combine nicely.

1) Consider doing a smaller collaborative game first.  Spaceman in Space wasn't the best thing ever produced with AGS, but it was the chance for 304 & Grundislav to see if they could work together.  Independent talent does not guarantee collaborative success. 

2) Make that smaller project a PREQUEL.  When I did Nine Hours to Dawn I had a much larger game in mind, but ended up doing the prequel first.  The prequel gave me the chance to develop the background for the main characters, foreshadow upcoming threats, and actually finish the project without going nuts.  Smaller games may not make money, but they can be used as advertising for the following commercial release, and you end knowing how much you can rely on your team.

- Cogliostro
"First things first, but not necessarily in that order." - Dr. Who

DBoyWheeler

I don't know if I can do much of the big stuff, but I can serve as a proofreader to ensure the dialogue looks right.

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