How to find some same-minded people
Best bet: fill out a gdnet help wanted template cause the best help anywhere is to be found on this very site.
"It's like naming him Asskicker Monstertrucktits O'Ninja" -Khaiy
Best bet: fill out a gdnet help wanted template cause the best help anywhere is to be found on this very site.
Already tried that, had a couple responses, but everyone just like to make world of warcraft clone with c++ and directx, I'm not really interesting in such projects, because they never finish or all game programmers play minecraft, but however the best team is a chief, a producer and a writer, such games also doesn't travel much with no coding and art. That's why I wrote here on the forum to ask anybody how can I coop with an realist and skilled developer, but as I can see no one really knows how to do the impossible. Anyway thanks for help guys, I think you're finally pointed me to the right direction . Good luck for all of you with your games and progression of course.
[quote name='mrchrismnh' timestamp='1314033099' post='4852398']
Best bet: fill out a gdnet help wanted template cause the best help anywhere is to be found on this very site.
Already tried that, had a couple responses, but everyone just like to make world of warcraft clone with c++ and directx, I'm not really interesting in such projects, because they never finish or all game programmers play minecraft, but however the best team is a chief, a producer and a writer, such games also doesn't travel much with no coding and art. That's why I wrote here on the forum to ask anybody how can I coop with an realist and skilled developer, but as I can see no one really knows how to do the impossible. Anyway thanks for help guys, I think you're finally pointed me to the right direction . Good luck for all of you with your games and progression of course.
[/quote]
The biggest problem is this: Motivation. The beginning of a game's development is the hardest part. Not much is implemented, so it's not fun to work on. There's a lot of work to be done, etc etc. Programmers will rely on the lead programmer to give them tasks, but in beginning, the lead programmer has to get the ball rolling by getting the game playable and working. This is because there's not much that other programmers can do until the game's framework is in place.
If the lead programmer can get the game framework up and working, then other programmers can help out with different parts of the game. I've had experience with people who gave up on their games due to them being not motivated enough to get the framework up and running. With my games, I've had several games where friends help me out, they actually stuck with me until the game was done, due to me being motivated enough to get the framework up where they can actually play the game, and contribute to it. Just because I'm an hobbyist game programmer don't mean I don't know how to do game development. I have my completed games, and a game-in-progress to show for it. Where's yours? :-P
It's not impossible, but you have to do 90% of the beginning, at least, then people will get interested in your game, and contribute to it. Here's an analogy. You're an expert builder, and wants to build a nice home. You gather your professional friends, and you roll out some blue paper. Your friends and you debate on how to do the house, drawing doodles and crumpling up failed sketches. Eventually they give up and leave you with half-done blueprints.
Or you draw the blueprints yourself, drawing out every room and where things should go, then you invite your friends to help build the house that you've already designed. They can make minor modifications or corrections (incorrect placement of doors for example), but for the most part, they build what you've designed. It's YOU that gets things rolling, not them.
There are stories where people fail to call 911 because they thought "someone else would call them", and nobody actually calls 911. In CPR training sessions, we are trained to point to a person and tell that person "YOU call 911" precisely because of this problem.
Finding driven, skilled, educated people for a rolling project is almost impossible ( unless you offer lots of payment ). Finding them for a project that you are just beginning is probably impossible.
My experience is that usually you can only find kids who mistake game development with playing games.
When they realize that development is actually hard work, and lots of times it's not at all fun, they just quit. So I have to agree with those who say you are better off working on your own, and then buy artworks for example.
Reuse the most you can (like to come up with an obvious example, instead of trying to build your own engine, find one that you can work with ), that way you can really cut development time, and might even finish in reasonable amount of time.
My experience is that usually you can only find kids who mistake game development with playing games.
When they realize that development is actually hard work, and lots of times it's not at all fun, they just quit. So I have to agree with those who say you are better off working on your own, and then buy artworks for example.
Reuse the most you can (like to come up with an obvious example, instead of trying to build your own engine, find one that you can work with ), that way you can really cut development time, and might even finish in reasonable amount of time.
[quote name='Mafioso' timestamp='1314038080' post='4852437']
[quote name='mrchrismnh' timestamp='1314033099' post='4852398']
Best bet: fill out a gdnet help wanted template cause the best help anywhere is to be found on this very site.
Already tried that, had a couple responses, but everyone just like to make world of warcraft clone with c++ and directx, I'm not really interesting in such projects, because they never finish or all game programmers play minecraft, but however the best team is a chief, a producer and a writer, such games also doesn't travel much with no coding and art. That's why I wrote here on the forum to ask anybody how can I coop with an realist and skilled developer, but as I can see no one really knows how to do the impossible. Anyway thanks for help guys, I think you're finally pointed me to the right direction . Good luck for all of you with your games and progression of course.
[/quote]
The biggest problem is this: Motivation. The beginning of a game's development is the hardest part. Not much is implemented, so it's not fun to work on. There's a lot of work to be done, etc etc. Programmers will rely on the lead programmer to give them tasks, but in beginning, the lead programmer has to get the ball rolling by getting the game playable and working. This is because there's not much that other programmers can do until the game's framework is in place.
If the lead programmer can get the game framework up and working, then other programmers can help out with different parts of the game. I've had experience with people who gave up on their games due to them being not motivated enough to get the framework up and running. With my games, I've had several games where friends help me out, they actually stuck with me until the game was done, due to me being motivated enough to get the framework up where they can actually play the game, and contribute to it. Just because I'm an hobbyist game programmer don't mean I don't know how to do game development. I have my completed games, and a game-in-progress to show for it. Where's yours? :-P
It's not impossible, but you have to do 90% of the beginning, at least, then people will get interested in your game, and contribute to it. Here's an analogy. You're an expert builder, and wants to build a nice home. You gather your professional friends, and you roll out some blue paper. Your friends and you debate on how to do the house, drawing doodles and crumpling up failed sketches. Eventually they give up and leave you with half-done blueprints.
Or you draw the blueprints yourself, drawing out every room and where things should go, then you invite your friends to help build the house that you've already designed. They can make minor modifications or corrections (incorrect placement of doors for example), but for the most part, they build what you've designed. It's YOU that gets things rolling, not them.
There are stories where people fail to call 911 because they thought "someone else would call them", and nobody actually calls 911. In CPR training sessions, we are trained to point to a person and tell that person "YOU call 911" precisely because of this problem.
[/quote]
OK, I've have the blueprints, the progress, the motivation, the hardest start, working product, even some moderate skill to get things working, so there's the link, what am I missing? I'm not even looking for a programmer to read my unreadable code , just some random skilled modelers or texturers to get things started. I could code everything after 2 weeks when the art assets will be completed and release the first demo of the game. Can it be even better for a starting modeler or texturer? anyway no one is interested... Do you know what I'm doing wrong here?
OK, I've have the blueprints, the progress, the motivation, the hardest start, working product, even some moderate skill to get things working, so there's the link, what am I missing? I'm not even looking for a programmer to read my unreadable code , just some random skilled modelers or texturers to get things started. I could code everything after 2 weeks when the art assets will be completed and release the first demo of the game. Can it be even better for a starting modeler or texturer? anyway no one is interested... Do you know what I'm doing wrong here?
Make sure you call it an MMO. Then start a "company" by doing nothing more than saying aloud "I have started a company," and name it "X Studios," where X is an amalgam of two different words that sound cool together.
Then you'll get lots of people wanting to join up.
Finding driven, skilled, educated people for a rolling project is almost impossible ( unless you offer lots of payment ). Finding them for a project that you are just beginning is probably impossible.
My experience is that usually you can only find kids who mistake game development with playing games.
When they realize that development is actually hard work, and lots of times it's not at all fun, they just quit. So I have to agree with those who say you are better off working on your own, and then buy artworks for example.
Reuse the most you can (like to come up with an obvious example, instead of trying to build your own engine, find one that you can work with ), that way you can really cut development time, and might even finish in reasonable amount of time.
Yes, I agree with you, anyway I don't have any money to spend on the artworks and yes I use an Ogre3D engine, because making my own would be a hopeless try. I can finish the game by myself, but I want to make it fun to play for me and for others, so I need any help with graphics and audio in my game. I still have a bunch of motivation to code my game to the end.
[quote name='Mafioso' timestamp='1314049490' post='4852525']
OK, I've have the blueprints, the progress, the motivation, the hardest start, working product, even some moderate skill to get things working, so there's the link, what am I missing? I'm not even looking for a programmer to read my unreadable code , just some random skilled modelers or texturers to get things started. I could code everything after 2 weeks when the art assets will be completed and release the first demo of the game. Can it be even better for a starting modeler or texturer? anyway no one is interested... Do you know what I'm doing wrong here?
Make sure you call it an MMO. Then start a "company" by doing nothing more than saying aloud "I have started a company," and name it "X Studios," where X is an amalgam of two different words that sound cool together.
Then you'll get lots of people wanting to join up.
[/quote]
Is this a joke?
[quote name='Zeraan' timestamp='1314043354' post='4852483']
[quote name='Mafioso' timestamp='1314038080' post='4852437']
[quote name='mrchrismnh' timestamp='1314033099' post='4852398']
Best bet: fill out a gdnet help wanted template cause the best help anywhere is to be found on this very site.
Already tried that, had a couple responses, but everyone just like to make world of warcraft clone with c++ and directx, I'm not really interesting in such projects, because they never finish or all game programmers play minecraft, but however the best team is a chief, a producer and a writer, such games also doesn't travel much with no coding and art. That's why I wrote here on the forum to ask anybody how can I coop with an realist and skilled developer, but as I can see no one really knows how to do the impossible. Anyway thanks for help guys, I think you're finally pointed me to the right direction . Good luck for all of you with your games and progression of course.
[/quote]
The biggest problem is this: Motivation. The beginning of a game's development is the hardest part. Not much is implemented, so it's not fun to work on. There's a lot of work to be done, etc etc. Programmers will rely on the lead programmer to give them tasks, but in beginning, the lead programmer has to get the ball rolling by getting the game playable and working. This is because there's not much that other programmers can do until the game's framework is in place.
If the lead programmer can get the game framework up and working, then other programmers can help out with different parts of the game. I've had experience with people who gave up on their games due to them being not motivated enough to get the framework up and running. With my games, I've had several games where friends help me out, they actually stuck with me until the game was done, due to me being motivated enough to get the framework up where they can actually play the game, and contribute to it. Just because I'm an hobbyist game programmer don't mean I don't know how to do game development. I have my completed games, and a game-in-progress to show for it. Where's yours? :-P
It's not impossible, but you have to do 90% of the beginning, at least, then people will get interested in your game, and contribute to it. Here's an analogy. You're an expert builder, and wants to build a nice home. You gather your professional friends, and you roll out some blue paper. Your friends and you debate on how to do the house, drawing doodles and crumpling up failed sketches. Eventually they give up and leave you with half-done blueprints.
Or you draw the blueprints yourself, drawing out every room and where things should go, then you invite your friends to help build the house that you've already designed. They can make minor modifications or corrections (incorrect placement of doors for example), but for the most part, they build what you've designed. It's YOU that gets things rolling, not them.
There are stories where people fail to call 911 because they thought "someone else would call them", and nobody actually calls 911. In CPR training sessions, we are trained to point to a person and tell that person "YOU call 911" precisely because of this problem.
[/quote]
OK, I've have the blueprints, the progress, the motivation, the hardest start, working product, even some moderate skill to get things working, so there's the link, what am I missing? I'm not even looking for a programmer to read my unreadable code , just some random skilled modelers or texturers to get things started. I could code everything after 2 weeks when the art assets will be completed and release the first demo of the game. Can it be even better for a starting modeler or texturer? anyway no one is interested... Do you know what I'm doing wrong here?
[/quote]
Ah, I thought you were looking for other people to help you develop the game, not create assets for it. My bad. Problem with art and models, they're usually time-consuming and not free. People who can do those kind of stuff usually already have a game project that they're involved with and are compensated for their work, or they're working with their friends. Programmers are dime-a-dozen here, while artists/modelers are scarce. The artist for my game is providing art for me because I'm paying him. It's very difficult, if not impossible, to find artist/modelers who are willing to do it for free, AND is interested in your project. If no luck, then bite the bullet and pay up if you're devoted enough to your game.
[quote name='Mafioso' timestamp='1314049490' post='4852525']
[quote name='Zeraan' timestamp='1314043354' post='4852483']
[quote name='Mafioso' timestamp='1314038080' post='4852437']
[quote name='mrchrismnh' timestamp='1314033099' post='4852398']
Best bet: fill out a gdnet help wanted template cause the best help anywhere is to be found on this very site.
Already tried that, had a couple responses, but everyone just like to make world of warcraft clone with c++ and directx, I'm not really interesting in such projects, because they never finish or all game programmers play minecraft, but however the best team is a chief, a producer and a writer, such games also doesn't travel much with no coding and art. That's why I wrote here on the forum to ask anybody how can I coop with an realist and skilled developer, but as I can see no one really knows how to do the impossible. Anyway thanks for help guys, I think you're finally pointed me to the right direction . Good luck for all of you with your games and progression of course.
[/quote]
The biggest problem is this: Motivation. The beginning of a game's development is the hardest part. Not much is implemented, so it's not fun to work on. There's a lot of work to be done, etc etc. Programmers will rely on the lead programmer to give them tasks, but in beginning, the lead programmer has to get the ball rolling by getting the game playable and working. This is because there's not much that other programmers can do until the game's framework is in place.
If the lead programmer can get the game framework up and working, then other programmers can help out with different parts of the game. I've had experience with people who gave up on their games due to them being not motivated enough to get the framework up and running. With my games, I've had several games where friends help me out, they actually stuck with me until the game was done, due to me being motivated enough to get the framework up where they can actually play the game, and contribute to it. Just because I'm an hobbyist game programmer don't mean I don't know how to do game development. I have my completed games, and a game-in-progress to show for it. Where's yours? :-P
It's not impossible, but you have to do 90% of the beginning, at least, then people will get interested in your game, and contribute to it. Here's an analogy. You're an expert builder, and wants to build a nice home. You gather your professional friends, and you roll out some blue paper. Your friends and you debate on how to do the house, drawing doodles and crumpling up failed sketches. Eventually they give up and leave you with half-done blueprints.
Or you draw the blueprints yourself, drawing out every room and where things should go, then you invite your friends to help build the house that you've already designed. They can make minor modifications or corrections (incorrect placement of doors for example), but for the most part, they build what you've designed. It's YOU that gets things rolling, not them.
There are stories where people fail to call 911 because they thought "someone else would call them", and nobody actually calls 911. In CPR training sessions, we are trained to point to a person and tell that person "YOU call 911" precisely because of this problem.
[/quote]
OK, I've have the blueprints, the progress, the motivation, the hardest start, working product, even some moderate skill to get things working, so there's the link, what am I missing? I'm not even looking for a programmer to read my unreadable code , just some random skilled modelers or texturers to get things started. I could code everything after 2 weeks when the art assets will be completed and release the first demo of the game. Can it be even better for a starting modeler or texturer? anyway no one is interested... Do you know what I'm doing wrong here?
[/quote]
Ah, I thought you were looking for other people to help you develop the game, not create assets for it. My bad. Problem with art and models, they're usually time-consuming and not free. People who can do those kind of stuff usually already have a game project that they're involved with and are compensated for their work, or they're working with their friends. Programmers are dime-a-dozen here, while artists/modelers are scarce. The artist for my game is providing art for me because I'm paying him. It's very difficult, if not impossible, to find artist/modelers who are willing to do it for free, AND is interested in your project. If no luck, then bite the bullet and pay up if you're devoted enough to your game.
[/quote]
I won't be able to complete my game without paying the artists? That's sad Thank you for helping me to understand the politics of the development Zeraan.
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