Game Developing
I want to get a team togather to make a 3d online racing game but i don't know how many people am i going to need. I know i need a programmer and grafic desiner, but how maney and do i need any other people?
Just that is a reasonable amount of people with whom to start a hobby project. I would suggest, however, that there is a zero percent chance of you finding people willing to work on that project unless one of the following 3 things is true:
1) you already know them personally in real life
2) you have a really solid and cool design and a real understanding of how to make games
3) you are willing to pay them to work with you
I'm not trying to be mean. You just seem new and fresh and hopeful and should probably have your expectations set reasonably.
Generally the best way to get a team going if you one of those 3 conditions isn't true is to start developing the game by yourself. If you have something cool looking already running you have a much higher chance of getting people to work with you.
-me
1) you already know them personally in real life
2) you have a really solid and cool design and a real understanding of how to make games
3) you are willing to pay them to work with you
I'm not trying to be mean. You just seem new and fresh and hopeful and should probably have your expectations set reasonably.
Generally the best way to get a team going if you one of those 3 conditions isn't true is to start developing the game by yourself. If you have something cool looking already running you have a much higher chance of getting people to work with you.
-me
Palidine is very correct.
Why would a programmer want to take your game idea, and build it for you? As opposed to living out his dream game.
I would say "solid and cool design" should be replaced with "Full-Proof Design Document".
I would say if you know what a technical design document is, can create a basic technical design document, and can create a full-proof design document, you might get a few people to help you out, but the best way to create your dream game is to pick up a programming language, and just learn it. Start small, and build your way up.
Why would a programmer want to take your game idea, and build it for you? As opposed to living out his dream game.
Quote:
2) you have a really solid and cool design and a real understanding of how to make games
I would say "solid and cool design" should be replaced with "Full-Proof Design Document".
I would say if you know what a technical design document is, can create a basic technical design document, and can create a full-proof design document, you might get a few people to help you out, but the best way to create your dream game is to pick up a programming language, and just learn it. Start small, and build your way up.
I'll tell you right now, if all you bring to the table is a "good idea," and you're not a brilliant marketer, you don't have a prayer.
If you can add any element yourself, such as artwork (concept art, modelling, texturing, rigging, animation), programming (client or network), then you stand a better chance of recruiting someone else.
If you're just an idea man, your design doc better
1) exist
2) read brilliantly
3) make prospective team members brains melt with the exciting possibilities
4) be very specific, detailing exactly what you plan to implement and how the game should play:starting from clicking on the start button/icon, finishing at beating the game.
As a side note, proof-reading is essential for a design-lead (even on a hobby project) as you're the most important communicator on the team. If I based my judgement of you off your post (spelling, grammer, and punctuation) I'd assume you either didn't speak english primarily, or were rather young and over-eager with a shallowly-designed game concept.
Good design takes a lot of prep time (and writing).
If you can add any element yourself, such as artwork (concept art, modelling, texturing, rigging, animation), programming (client or network), then you stand a better chance of recruiting someone else.
If you're just an idea man, your design doc better
1) exist
2) read brilliantly
3) make prospective team members brains melt with the exciting possibilities
4) be very specific, detailing exactly what you plan to implement and how the game should play:starting from clicking on the start button/icon, finishing at beating the game.
As a side note, proof-reading is essential for a design-lead (even on a hobby project) as you're the most important communicator on the team. If I based my judgement of you off your post (spelling, grammer, and punctuation) I'd assume you either didn't speak english primarily, or were rather young and over-eager with a shallowly-designed game concept.
Good design takes a lot of prep time (and writing).
Hazard Pay :: FPS/RTS in SharpDX (gathering dust, retained for... historical purposes)
DeviantArt :: Because right-brain needs love too (also pretty neglected these days)
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