31 minutes ago, CocoaColetto said:
Do you have any ideas/tips for how I can snag a little team for next to nothing? Or am I on my own here haha. The drive and discipline is there trust me, I'm just stuck on this particular corner right now. Although not complete freedom, the designers will be allowed artistic freedom for a major aspect of the game!
You can try posting in the hobbyist section for "rev share" but don't expect people to work for free and be devoted. To be honest, if you're serious about doing this at a commercial level, you either need the skill yourself to pull it off, and/or the money to hire people who have the skills required. Game development is not an easy thing, and people are usually not willing to devote the amount of time and energy required to make a game without proper compensation.
On top of all of this if you have little to no experience in the life cycle of a game you're not going to be of much help to the overall team outside of your design idea and concept of what you've envisioned the game to be. This leaves a question open: "Do I hire a project manager?" which adds more costs. Without someone at the helm you're going to waste time and money because mile-stones wont be set and met, budgets will be all over the place, ect...
1 hour ago, CocoaColetto said:
Gentlemen, keep in mind that on the competition side, this game would compete with second life, the now defunct playstation home, and atoms universe, not GTA and Saints Row.
Here is where your problem starts, in order to even make a game like "second life" (assuming you're upping the graphics) and competing you need to have the ability, and/or team to do it. Apart from making the game itself, you still have more costs added on-top outside of development when all is said and done. This is why you see games that have massive budgets. Smaller teams can be successful as well, but these people are very talented with industry experience and extremely devoted.
I would strongly suggest you take @CrazyCdn's advice about design documents and maintain a clear picture... I worked on a project for a client that continued to change things around regularly, and we had to re-do art assets and code to the point where the projected budget was nothing more than a distant memory... The costs kept going up, and the client wasn't happy but in the real world time is money and the more time you waste, the more money you spend.
You really only have two options here:
1. Find people just as devoted to this game as you and get a team together willing to work under a "rev share" model.
2. Hire professionals that know what they're doing and get an actual team together that can finish the game for you.
(I'm not going to suggest going solo because such a game without any prior experience would take forever to make)