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Messages - Svartberg

#21
The interface is heavily influenced by the flash game "Legend of Hiro".
I'm going away soon and the deadline is today - so a lot of the interface is unfinished, no character, and I took the two inventory icons from the Buuf iconpack.

#22
Kudos for the 1.1 patch mate.
But how come 1.1 is 66megs compared to 1.0 which was 125megs ?
#23
OMG it's finished !
I'll download it as soon as I can - can't wait to try it out mate.
I'll also mirror it on my site if you want.
#24
Man I love those games, thanks a lot to Yahtzee for those nighttime adventure games :)

Though I feel a bit daft, I simply didn't get the ending :(
If anyone finished and got it, please read the hidden text below, thanks ;)

Spoiler
What was the big punchline at the ending - why did the whole events take place ?
And who was that black cloaked prince, and what does he have to do with anything ?

Please reply using the [ hide ] tags, thanks.
[close]
#25
Lovely game, was shorter than family treasure but still a great friday night game :)
#26
*gasp* ben jordan !! *gasp*

*faints*
#27
looking good, keep it up :)
#28
Ahhhhh, Awesome !

You really outdone yourself there HillyBilly, makes me feel all proud and fluffy insideÃ,  ;D
On a side note though, i have say the old fonts were a lot more readable ...
#29
I'm checking each day for that shiny "cutscenes 100%" so i could get my arse into gear ;)

And don't forget about Igor and Ivan which are ready to redecorate your house if you don't deliver in time :)
#30
Quote from: HillBilly on Sun 21/05/2006 11:02:18In other news, I'm thinking of changing the name to either "Fugitive: The Adventures of Earl Mansin"(Followed by fugitive 2 and 3 in the sequels) or "Earl Mansin: The Escape"(Followed by other clever names behind the semi-colon in the sequels). I'd like some opinions on this. Also, if someone has any other suggestions, they are very welcome to share it.

I'd vote for the "Earl Mansin :", it's a cool name and the game is all about him after all - fugitive would fit a person who's main characterstic is being a fugitive, and somewhat imply his innocense.
#31
Igor, i just love your style, keep on rocking :)
#32
Quote from: Saberteeth on Tue 09/05/2006 12:27:16
You are an egocentric comment hungry internet bastard!Ã,  := Now doesn't that make you feel better.
What's this, no more screenies?? I want to see more of Earl! Now!Ã,  :)

If he shows any more screenies you won't have any game left to eat ... err play.
But i get to see the unreleased screens (and you don't, na na ne na na) and they're goorgeous :)
Keep doing whatever you're doing hilly billy, cause i like itÃ,  :D

#33
Everything about this game was great !
Even the length was perfect for me, i was looking to play an hour or two at night, and this game proved even longer then i thought ;)

You did a great job buloght, congratz :)
#34
Good news HillBilly ;D
Gotta admit even after hours of staring on your cell pic (hey i need inspiration ;) ) still looks darn good :)
#35
looks cool, keep it up :D
#36
Great tips Dave, i would suggest everyone to read them :)
Working on a few game projects myself, i can say a few things from experience :

5 - Leader=Jack-of-all-trades
If the project leader doesn't know the basics of what the other guys do (programming, art, etc) it will hurt his work schedule planning - i found out teams where the leader didn't know programming too well, died quickly. (<- me ;))  the leader should be the jack of all trades with at least basic knowledge in everything.
If you never programmed a game you'll never know what to tell a programmer to do.

6 - Motivations for members
Don't expect other people to plan things on their own, they need schedules, deadlines (as Dave mentioned) and sort of motivations, the visionist is the project leader - the other members are workhorses (no pun intended) and seeying the project getting complete won't give them motivation, they need other motivations - 90% of the time only money will do it, but 10% of the time feeling they are part of a proffesional team and they themselves are improving with it will do the trick.

7 - Silent time killer1 - The project presentation site
Don't be drawn to work on a fancy site for your project, it will be very tempting to do it but it will give you nothing back. (aside from killing you precious time)
instead make a simple database (php/css/forum) that can be easily updated, check if it takes you more than 5-10 minutes a day to update it it's too much - not updating it will give the impression the project is dying, so if you can't update it under 10 minutes a day, simplfy it. (yes that means removing some of it, i learned it on my last project, and i gotta say it's a very healthy work approach)

8 - Silent time killer2 - Discussion Forums
Forums tend to cause people to waste a lot of their time on fruitless discussion. (look at me i'm wasting time on my day-off's evening on something that gives me nothing, and i won't stop until i finish it :D) as the leader it's your responsiblity to note of this or it will wreck the project development.
I suggest dividing the discussion from the main work ones, for example an artist wanting to show the progress of his haracter and seeying a thread in the forum talking about the plot/story/ideas/etc will be drawn to the discussion (or reading), instead put the non-work related discussions in appropriate place so work doesn't get mixed with other things. (workhorses, workkhorses :D)

9 - Workschedules - a lot of small goals
A lot of big things in life are better achieved by setting small goals, this isn't easy to remember - we ussually have a vision of the end-product and we want to achieve it quickly. however unless we take it one step at a time we'll get depressed and drop the idea :\
That's why when i worked alone i was able to easily set myself small goals and everyday i knew i achieved several things, that's why as a team gets bigger and bigger - the leader gets busy coordinating other people's work more than actually working.
I like the todo list - fix X, make Y, you see the problems and add them to the todo queue this is how the team should communicate between themselves - someone spots a problem he adds it to the todo queue, and fixing it he marks it as fixed and provides snippet code with explanation etc.

10 - Workschedules - need to know basis
Someone who only does X doesn't need to know what Y does - organize the team into departments and make sure each one is busy with their own stuff.


This is a long post because i'm bad at explaining myself, sorry =\
I found out that when i worked alone i worked better and faster than 4 ppl at the same time.
That's what i think should work in team sizes :
1. solo project - don't aim too high, think of a simple yet appealing concept, don't think of the end product.
2. 2 man team - work with someone you really trust. your friend will mainly motivate you, but the project will go nearly as slow as solo.
3. a small team - teammates should be very dedicated to the project - tough chances of working from my experience.
4. big teams neatly organized into departments, the leader ussually busy coordinating everything and making sure everything works (controlling where the project is going). the departments are sort of todo queue based and coordinated by lead artists/programmers/etc - this let's the project stay stable if someone leaves (unless it's the leader, while someone can take over nobody will want to probably).

when money isn't involved less is better ;[]


#37
Cirque de zal and barnrunner, they made me laugh and feel so homey :)
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