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A day late and a dollar short...

by Jacob Dankovchik · 12/01/2012 (12:03 am) · 26 comments

For the past year, I've been working on my first solid, dedicated game project. With this being my first game, I decided I was going to actually basically imitate an older game, making something new with my own spin on it. The idea here was to take an idea that I already know works and see if my own creative direction on it would be feasible. Sort of an ice-breaker into making a full on game. (For simplicity's sake though, I won't get in to details on what the game was)

About a month after I had the idea and began writing out the concepts, I found out a group of others had the same notion. I decided to continue my work though as their project's direction was considerably different than my own and so I just wanted to disregard it. Plus their team management just didn't seem to have anything in gear and so I wasn't expecting anything to ever actually happen. I went about my work and figured all would be well.

Along the way, I found people eager to help out. However as is usually the case with volunteers, enthusiasm was short lived. I expected this however, and kept on going. I wanted to keep things small, not get over loaded with drop-out team members. Basically just one person at a time and if they drop, I replace them. However as you can imagine, this isn't a very efficient approach to things and will only get you so far.

And so this went for a year. It got to a point where I expected to be able to prepare for putting together a Kickstarter campaign. All I needed was a little bit more in the art department and things would be good to go. The ideas I had were very solid, everything to make an excellent game for sure. Was expecting that I'd be seeking around $150,000 as my goal, which I felt fully confident I'd reach with ease, considering my designs and the popularity of the game I was designing after and with the fans of said game desperately wanting a new one. For the final art push I needed, I had a couple people who seemed eager to make it happen. They hated their dead-end current job as much as I and were ready to get out of it.

Few months later, virtually nothing happened. Constant "do you have that model ready??" followed with "No, not yet, I just have no time". Which continued all the way up until now. In the mean time of all this flaking out, the opposing project managed to get their shit together long enough to launch a Kickstarter for their own project. It's already doing hugely successful, virtually just off of name alone already well on their way to the goal amount. All I needed was about 4 good models within about 3 months and that would've been it... But I was unable to get even that little bit of dedication from anyone.

I'm basically sitting back now and watching my life's dream unfold for someone else and also having the last year of hard effort amount to nothing at all. It's moments like this that you have a hard time knowing what to do or how to keep going.
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#1
12/01/2012 (1:17 am)
I'm sorry to hear that, mate. That's really rough... ideas are fragile, eh? But you're a smart guy and I reckon you'll pull through. Wish I could offer any help on the art side of things! But if there's anything else I can do... well, you know where to reach me.
#2
12/01/2012 (1:50 am)
Man, I had some big inspiring tirade going, but Windows ate it. Haha.

The short version is basically this:

That project isn't yours, weither it succeeds or fails. If your project is worth completing, it's worth taking the time to see it through to the end.

I've been trucking on the same project for almost 8 years now because of circumstances somewhat similar to yours, but I haven't regretted it.

When my project comes out(hopefully the alpha being out in under a month), I'll put out a post mortem on all the crap that happened with it, but believe me, you're not the only person it's happened to.

I feel my project is worth seeing it to completion, and will keep at it until it is. If you feel the same way, then just look at what went right, and what went wrong, and do better next time. If the game is good, people will get it, even if there's a similar one that came out sooner.
#3
12/01/2012 (2:10 am)
There are plenty of games out there that are the same but with their own unique edge to them, one big name in particular that everyone plays these days wasn't an original idea, but has made the developer a nice bit of money. Putting money aside, get a completed project under your belt and released - it'll open a few more doors.
#4
12/01/2012 (2:11 am)
Quote: I feel my project is worth seeing it to completion, and will keep at it until it is. If you feel the same way, then just look at what went right, and what went wrong, and do better next time. If the game is good, people will get it, even if there's a similar one that came out sooner.
++
#5
12/01/2012 (2:19 am)
Quote:I feel my project is worth seeing it to completion, and will keep at it until it is. If you feel the same way, then just look at what went right, and what went wrong, and do better next time. If the game is good, people will get it, even if there's a similar one that came out sooner.

True and all in all, I won't put this idea in the trash for good. However it totally kills what I can do for now. The last thing I want to be is someone who looks like they're ripping off of another project, even though it was an idea I had independently. I know that's exactly what would happen.

The depressing bit of it all is the fact that I was so close to my dream on this. Left college, got a crappy job that's just enough to pay the bills, and attacked this project very aggressively. Had a winning idea that would surely be enough to launch my own company name and do it full time and successfully. Was SO close and got screwed out by lazy help and people who don't want to fulfill promises. I get to wake up in 6 hours for work (assuming I even go to sleep), a crap job I would may have been able to get rid of to do what I really want. It's the fact that it was practically in my grasp but still didn't happen.

It's quite a downer, to say the least.
#6
12/01/2012 (2:38 am)
I wouldn't get too down about it. Understandable though! If anything you have learned from this experience, and it gives you more time to define your game further and make it 10 times better - take a break, dust off those cobwebs and move forward.
#7
12/01/2012 (2:45 am)
Well in terms of this game, it'll have to be shelved for at least a few years. In the meantime, I do have another idea I've already begun to flesh out that I had set aside before as a contingency plan, just in case of this very thing happening. So there's that. Although I figure I'll need a few days to get my head straight before programing begins.
#8
12/01/2012 (4:30 am)
@Jacob,
If you don't finish you will setup a pattern of starting and not finishing. This is bad thing. It doesn't have to be polished, but get it so you can at least play it with crap artwork. Test your gameplay ideas, record what is good, and what sucks. Then you have some data you can use for further game designs.

What you learned about other people is that you never had the right people on the bus with you. That is not a trivial understanding. You also learned a lot about development and about yourself.

Believe me, finishing anything is not always easy. I struggle with this tug of war all the time.
#9
12/01/2012 (5:41 am)
Jacob, we are always looking for a few good people on our project but nonetheless, we are dealing with the same issues people joining and then going to other projects. That just the way things are, I wish it wasn't but unfortunately it is!
I agree with most here either go ahead and finish that project and go ahead and start one you will be more dedicated to finish. Good luck I'm sure things will work out for you.
#10
12/01/2012 (7:13 am)
I've been through this a dozen times on various personal projects;

"What're you up to?"
"Oh, I'm working on this game idea."
"That looks cool. I want to help!"
"Ok, can you test this feature when it's ready?"
"Sure!"
....
"Ok, here's the latest build - can you test that feature?"
"Alright! Raring to go!"
....
<crickets>
....
"So, does it work? Any problems? Crashes?"
....
"Sorry man, been real busy, I'll check it out this weekend!"
....
<crickets>
"Hey, it's been six months - anything? I mean, I just needed to know if the level select button loads the level correctly...."
"Oh, sorry man! I've been real busy! I'll check it out this weekend!"

But I digress.
#11
12/01/2012 (9:21 am)
@Jacob

Dude, that's a nightmare situation. I can't even imagine how I'd be feeling right now in your shoes.

But your life is far from over!

Be encouraged that if this idea of yours flourished, then you come up with good ideas. I know you've put a lot of work into this current idea but surely you learned so much, certainly thing that were unlearnable at college.

I really support Frank's position. Make the game presentable before you lay it down for a while.
#12
12/01/2012 (12:33 pm)
This reminds me of the movies "Antz" and "A Bug's Life". Both came out roughly the same time, both were similar concepts, both had radically different implementations, both were successful, and they had different audiences.

Another thing, surround yourself with people that believe in what you are doing. If people around you don't find other people to share it with. They don't have to be involved in the development. They just have to support you. Also, spend time thinking about how awesome it will be. Visualization is important. I do this for all my endeavors. It helps to see a positive mental image of what you made. Walt Disney did this while designing Disney Land. In life he never saw it with his eyes, but he saw it with his mind and heart.
#13
12/01/2012 (5:58 pm)
Quote:Was SO close and got screwed out by lazy help and people who don't want to fulfill promises.

Your dream is not their dream. And as cool as they think your idea is, when real life and the time commitments for that intervene, volunteer work is going to take a backseat.

Finish the thing. Even if you have to do the modeling yourself (sidebar: one reason I hate 3D games - too hard for me to do everything) or put in placeholders. Make it playable first and then if you want to burn it, do so.
#14
12/02/2012 (9:31 am)
I definatly feel your pain, but this is what happens when you trust volounteers to finish parts of your game for nothing. You're not paying them anything, so I wouldn't exactly call them lazy. They need to eat and to pay their rent too, you know.

On the other hand, they shouldn't join if they aren't motivated. Have you looked for fans of the original game? They might feel motivated by working on a spiritual successor.
#15
12/02/2012 (9:49 pm)
Quote:I definatly feel your pain, but this is what happens when you trust volounteers to finish parts of your game for nothing. You're not paying them anything, so I wouldn't exactly call them lazy. They need to eat and to pay their rent too, you know.

Oh, I agree completely. However frankly, 4 low-poly meshes, unrigged, no unwrapping, within 3-4 months isn't really a bold request. Especially considering it WAS 5; one of the modelers pumped out a mesh within about a week, sort of a testament to the fact that I didn't want anything special. He then proceeded to do absolutely nothing at ALL for the next 4 months, despite constant promising.

That's the part that makes me feel rather negative, the promises of work but not even making an attempt at anything. And most were people very dedicated to the original game, a couple of them swearing they'd see it through to finish... One of whom lasted for 2 weeks without attempting anything before cutting off communication.

But oh well, what's done is done. It's extremely unfortunate and still has me very, very upset but these things happen. And even though most are saying I should finish the game, I will in fact be shelving the idea for a while. Not to say I wouldn't ever pick at it in the meantime, but it won't be my primary work now. I have my backup idea to work on now and it's something that will be much less art-driven and more dialogue and story, something I can take care of myself.
#16
12/03/2012 (6:02 am)
Why not just build the models yourself. Get a free copy of Blender a couple of books or milkshape 3D which is a low poly modeller and away you go. I'm making a game now and have had to do dozens of models.

Someone had also agreed to do a GUI for me, not made any move on it so I've bought a cheap graphics tablet, my wife got a deal on Adobe Illustrator and away I go. Not a great GUI, nothing fancy but it will do the trick so long as I keep it clean and clear looking and it fits in with the game.

Just do it yourself. You can cover a lot of faults with good lighting effects in game etc you don't need every model to be AAA. And then buy something in where you do need stuff. There are plenty of places out there quite cheap, and where something isn't perfect adapt the game logic. If one wanted a high rise tower for a scene but can't get one but one has a dungeon, use the dungeon and figure a clever way to get the players there. If you wanted a fancy hover car but can't get one create a disk with a clever particle effect and make it a silver surfer board. In game design and getting hold of assets one has to be flexible, even Da Vinci painted over stuff and changed his mind and adapted. Do the same.
#17
12/03/2012 (7:08 am)
I might be mixing you up with someone else Jacob, but didn't you make character models back in the day? I recall your name from somewhere and some sweet-looking soldier in a gas mask comes up in my mind.
#18
12/03/2012 (1:32 pm)
Quote:However as is usually the case with volunteers, enthusiasm was short lived.
Yeah, totally get that. The people who will invest the most in a project that is not paying them are the people who own it, and even then it is shaky if it's part time. I've spent the past 5 years lowering the scope for each project I attempt, hoping I can land on an idea that can actually see the light of day.

As you can see from this blog, a lot of us are walking the same path. Keep the dream. Making games is a passion that won't die. You can ignore it, but it's always there. Embrace it and work on the next thing.
#19
12/03/2012 (1:48 pm)
Quote:I might be mixing you up with someone else Jacob, but didn't you make character models back in the day? I recall your name from somewhere and some sweet-looking soldier in a gas mask comes up in my mind.

Heh, definitely someone else. I am absolutely TERRIBLE at character models. I can do non-organics though, but only when I have to. (which is why it's only 4-5 models I wanted; 1 inorganic and a few characters. The rest I was doing myself) I've spent years trying to get the hang of character modeling, it just isn't for me though it seems. Can texture well and can even do some animation, but modeling is my bane.

One of the people who was "helping" though, I mentioned all this to him and I think he understood well enough in that by being lazy with this project, he's managed to screw himself as well and is too stuck in a crap job that he hates. So that's a minor consolation, that the people who didn't even try hurt themselves as well. :)
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