Game Development Community

What to do, what to do..

by Zod · in Game Design and Creative Issues · 11/01/2006 (7:29 pm) · 5 replies

*MG Starter kit born

#1
11/05/2006 (5:17 pm)
Wow the results to the above post have overwhelmed me! I had requested it be deleted yesterday, meh. Anyway..

I have decided to gut the game of my gameplay and story elements and repackage it as a multiplayer starter kit. Look for it in the near future. I am sure someone will find it useful.
#2
11/12/2006 (9:30 pm)
I think as long as you feel the idea is something people will go for, don't give up on it. In response to your questions:

-A team WILL get the job done faster. Better? That depends. The more people you have, the more creative dilution there will be going on, so you will have to either be very specific on the visuals, style, etc. that you want, or you will have to accept the style they bring into it.

-If you feel there is something that is worth being a starter kit, then it would probably be worthwhile to release it even if you do get your project done. People would recognize that you are not only capable of working towards your goals, but also want to nurture and aid the creative processes that others are going through (at least that's how I feel)

-As in horde, do you mean keep it all to yourself and lock it up until the day should come that you need it? If that's the case, that is your prerogative as the creator of it. If you feel that you have something that nobody else has, it would be in your best interest to keep it to yourself if you genuinely feel that you will get it out there someday.

-Snapshots are always welcome, not just for education about projects, but just to look at. Don't be afraid to be proud of the endless hours of work you put into something. Just don't be smug.

Personally, being the person I am, I would start studying the subjects that I don't know, that I feel I should. Texturing, for example, is a very artistic field, and there will come times when you may be studying it and find you're improving elsewhere (drawing, photo editing, etc.) Of course, some people don't have that much time on their hands. But I think that if you feel the idea is great, then it doesn't have to necessarily be a money-magnet. If you can make some money off of it later, that's great. But don't make it with the intention of making money, make it with the intention of sharing this vision that you have. Because if it is as great as you genuinely feel it is, then I can (almost) GUARANTEE that there will be others who think so too.
#3
11/25/2006 (5:20 am)
Zod my man.... I've just downloaded Multi-Gametype FPS starter and i found it very very interesting.
Your a good scripter so maybe we can work at a project together...
maybe you can drop an email so we can talk in private (edragos55@yahoo.com)
#4
11/25/2006 (5:59 am)
Hey, if you can script, you can program. they are the same thing. you just need to learn a couple things to cross over to programming in full languages. if you can use TorqueScript... you are 90% there to be a full programmer.
#5
11/25/2006 (1:37 pm)
I was really impressed with the MG Starter kit and while alot of devs will benefit from it I hate to think Zod has thrown in the towel with his game idea. Having said that I wanted to offer some basic advise in case he decides to pickup his game project in the future;

Having a design doc would be you're next step I'd think. If you're serious about making a game you should condense your game ideas into a document first. And put EVERYTHING in it so there's no guess-work. Spend whatever time you need to get it right, making sure you're happy with it. Then shop around for help.

Having a design doc is really important. It clarifies your vision to prospective team-members and reduces confusion amoung teammates once you've got them rolling. Not having a design doc will often turn away potentual help because that situation says 'I've got this great idea for a game but I'm not excited enough about it to actually put anything down on paper.' This will send the wrong signal if you're trying to put together a team that will still be together six months from now.