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Plan for Bryan Walters

Plan for Bryan Walters
Name:Bryan Walters
Date Posted:Nov 30, 2004
Rating:Not Rated
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Blog post
RockyRoad Announces........


Another Screenshot

The above images are part of the creation that was inspired by GarageGames crew and there marketing genius Jay Moore. After a long struggle the past couple of years with finding the right game to work on, I think I finally have it. It all began just a few days ago when talking to Jay Moore. I started off by explaining the situation I had with all my game design ideas and he really pushed me to find something that is do-able and would be fun to create.

It is now that I am proud to announce Extreme Mini-Sticks. A project envisioned a year and a half ago with a friend of mine. While it doesn't look like much, I am posting these screenshots to ask the community for help. See the entire reason this project was halted a year and a half ago was because we just didn't have the resources to complete it or even get it off the ground. Now I see that as not being true, the GarageGames Community is as big as ever and it's still growing everyday.

So without further ado I ask that anyone interested in creating a mind blowing hockey experience for all please let me know. We are looking for programmers with enough knowledge of physics to get a prototype together with one-on-one match-ups using the internet as a gateway. The we also need a 3D Artist and Texture Artist to help move the game along.

The first level in two out of the three pictures above are of our first level we envisioned. A mock-up model of a friend's basement which really did include the commentators box. So anyone that thinks they can lend a hand should email me at [nospam]info@secretop.com.

Edit: Fixed image links and a grammatical error.

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Jeff Tunnell   (Nov 30, 2004 at 04:09 GMT)
I don't understand how this is an easy game to create.

Bryan Walters   (Nov 30, 2004 at 04:15 GMT)
Jeff, I don't really see it as easy but I do see it as something doable, if it's broken up into small milestones with a good team.

Jeff Tunnell   (Nov 30, 2004 at 06:12 GMT)
My suggestion would be to start MUCH lower. I would not consider doing a hockey game here at GG even with all of the expertise we have. It is a very difficult project.

Joseph Euan   (Nov 30, 2004 at 10:21 GMT)
I agree with Jeff, a hokey game would a huge project

James Laker (BurNinG)   (Nov 30, 2004 at 12:00 GMT)
Jeff... Why would you say that (Not doing a hockey game)?
Wouldn't it just be AI programming? (I should probably take out the Just, makes
it sound easy...) But other than that? Why do you consider it hard?

Jay Barnson   (Nov 30, 2004 at 14:12 GMT)
It really depends on how you do it.

The animation requirements alone for a 'realistic' hockey game will be prohibitive. Likewise, the interface needs could be hairy.

But if you keep it simple and fairly abstract interface-wise, and your hockey players are egg-shaped weebles or something, I think it's doable. But still a significant challenge for a first-time developer.

I think the most important advice is this: YOU MUST BE ABLE TO PROTOTYPE THE ENTIRE GAME YOURSELF. If that's beyond you, then you are out of your league and shouldn't be asking for a team to carry the burden for you. And if you can get the prototype going yourself, it will be FAR easier to recruit people to help you (still extremely hard, but that's easier than almost impossible).

One other thing to think about: Why would someone be interested in your hockey game over every other product already out there on the market (and available in the bargain bin at Wal*Mart for $9.95)? What makes the game 'extreme'? You mention "Mind-Blowing," but what REASONABLY can an indie developer on a tight budget do that's truly mind-blowing? You need to offer an experience beyond what's already been done dozens (if not hundreds) of times before.
Edited on Nov 30, 2004 14:15 GMT

Joshua Dallman   (Nov 30, 2004 at 17:26 GMT)
Yeah, look at BoomBall, their USP (unique selling point) is front and center, it's obvious why the game is different. Also, I think the "extreme" part in the title is a little played out (extreme dodgeball, extreme g racing, extreme [insert sport here]). If your hockey players have guns and knives, or if they're playing on a sheet of glass over a canyon that can break anytime, or if Tonya Harding is in any way involved, the "extreme" might be justified :)

Jeff Tunnell   (Nov 30, 2004 at 19:00 GMT)
@Burning:

I don't have time to explain in detail why a project is easy or hard. I'm simply giving free advice which is worth what you paid for it. I hate to see projects fail. My entire presentation at IGC this year was about game design and trying to keep things doable. Sorry for not being able to give more info. Jay has some really good advice though.

Prairie Games   (Dec 01, 2004 at 04:05 GMT)
Shoot for the moon, miss, and then try again... unless your next meal depends on it... then, just make sure you hit.

-Josh

Phil Carlisle   (Dec 01, 2004 at 08:33 GMT)
I hope you know Jeff is right :)

If you need help from a programmer to get this done, your trying to do too much. Make sure that whatever project it is can be done BY YOU (which echoes what Jay B is saying). That way, you have 100% control over the final possibility of development.

Find a game that you can create, by attempting it. If you can get it somewhere near what you want, then you CAN complete it given some time to finish.

Attempting something that is clearly beyond your skill at the time, while an interesting exercise and good for the learning, isnt good for getting games shipping. If youre prepared to not ship (which is your dilemma orginally right?) then good, but if you DO want to finish, then find a game that you CAN ship.

I mean YOU personally. What can YOU ship?

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