Plan for Chip Lambert
by Chip Lambert · 06/08/2004 (6:39 pm) · 2 comments
Well after being a member here for two years I'm finally writing my .plan. Something I meant to do a long time ago, but just never had a chance or much reason to.
I can honestly say me and my team are ready to start tackling our first project.. O-man (pronounced "Ah-man"). We've passed the first major part of the design phase and have several pieces of concept art, a solid story, a focused team and of course the Torque engine.
I know this game will not be a big title, and I'd be lucky if one person bought a copy, but we are determined to get ourselves out there in the community and try. Hey we don't succeed this time, we dust ourselves off and try again. We're dedicated to the passion of games. I'm tired of seeing games that have such potential but forced to take a different approach because the publisher feels that's not a good market strategy. Developers have gotten lost in the money and forgotten that its about the games and if you make a few bucks then you are a lucky man, but if at least one person comments that your game is fun, then you're a rich man.
Enough with the rant. My first step is to get the website online with all the art, design doc, etc. We need this to showcase our work so far and recruit a much needed modeller that way my poor 2d artist isn't working overtime.
It's a long hard road ahead, and it's gonna be overwhelming, but I'm determined to make a fun game and help push the indie community forward anyway I can. May God be with us... and Pepsi with Mt Dew and Papa John's with pizza.
I can honestly say me and my team are ready to start tackling our first project.. O-man (pronounced "Ah-man"). We've passed the first major part of the design phase and have several pieces of concept art, a solid story, a focused team and of course the Torque engine.
I know this game will not be a big title, and I'd be lucky if one person bought a copy, but we are determined to get ourselves out there in the community and try. Hey we don't succeed this time, we dust ourselves off and try again. We're dedicated to the passion of games. I'm tired of seeing games that have such potential but forced to take a different approach because the publisher feels that's not a good market strategy. Developers have gotten lost in the money and forgotten that its about the games and if you make a few bucks then you are a lucky man, but if at least one person comments that your game is fun, then you're a rich man.
Enough with the rant. My first step is to get the website online with all the art, design doc, etc. We need this to showcase our work so far and recruit a much needed modeller that way my poor 2d artist isn't working overtime.
It's a long hard road ahead, and it's gonna be overwhelming, but I'm determined to make a fun game and help push the indie community forward anyway I can. May God be with us... and Pepsi with Mt Dew and Papa John's with pizza.
About the author
#2
06/09/2004 (7:20 pm)
Hehe :) thanks for the welcome. I'm not sure why my designer insists on Ah-men. I think he means to have an accent or something. I dunno. It's more of a working title as well, so it'll probably change. But thanks for the welcome. :)
Torque Owner Peter Dwyer
Just a thought you could say O-man pronounced Omen as in Bad Omen...what am I giving away good ideas for....ghaaaaa!