I need a team!
by Nyim · in Game Design and Creative Issues · 05/15/2005 (3:38 pm) · 29 replies
Hi guys and girls! I need a team who is willing to make a video game. I need joiners who are 14 and under age. I am 13 years old. Please help! If you have any questions, please e-mail me at nyim@sympatico.ca. I have gmax!
#2
Also as game production is a communal thing, let your team work in the packages they are familiar with, as long as the end product - textures, models, sound etc are in a format readable by Torque it doesn't matter what people use. Good luck and remember this famous quote "those who fail to plan, plan to fail"
(and read the production of Marble Madness for another example)
1. You scope the project - what it will do and what it wont.
2. You never add new features after the scope doc is finalised and signed off. ( adding new elements is called feature creep )
3. You prototype the basic functionality of the game (which again is scoped and follows the same rules but is reduced functionality - represents the core game play )
4 Test it - see if it rocks - if it sucks ditch the game and scope a new one.
5 Sticking to the original scope doc implement all the features (don't add more - EVER!).
6 If a feature is cumbersome, buggy or counterproductive to the development timeline review and if required drop it from the scope.
7 With the first draft of the game that abides by the scope doc test it, and get others to test it until it breaks (crashes, game logic fails etc).
8 Fix bugs, test again until it works - get feedback.
9 Review scope and see if elements can be enhanced based on feedback - again don't add or removed something if it is not needed, is counterproductive or will cause major production headaches.
10 At this point if you are facing a huge list of mods, bugs and feature requests you need to assess if the game can be recovered or maybe it's time to ditch the project.
11 If you do decide to add / reduce features head back to step 1.
12 Now the POLISH comes in. You now have a bug free game within scope that is fun to play. Review the entire game and decide which bits need attention - textures, music, theme, pace, sound fx. C'Mon! You know that Robot Monkey needs a better texture for the backpack - don't be lazy :)
13. Scope these changes. Proceed to step 1.
14. You have polished the game, everyone likes it, even outsiders, it's fun to play and even though it didn't have everything in it you wanted it functions without bugs and shines like a mirror. Ship it!
09/13/2005 (4:57 am)
@Nyim - a few tips (read the bit below for a guide to the game production) - cut it down to suit the size of your game.Also as game production is a communal thing, let your team work in the packages they are familiar with, as long as the end product - textures, models, sound etc are in a format readable by Torque it doesn't matter what people use. Good luck and remember this famous quote "those who fail to plan, plan to fail"
(and read the production of Marble Madness for another example)
1. You scope the project - what it will do and what it wont.
2. You never add new features after the scope doc is finalised and signed off. ( adding new elements is called feature creep )
3. You prototype the basic functionality of the game (which again is scoped and follows the same rules but is reduced functionality - represents the core game play )
4 Test it - see if it rocks - if it sucks ditch the game and scope a new one.
5 Sticking to the original scope doc implement all the features (don't add more - EVER!).
6 If a feature is cumbersome, buggy or counterproductive to the development timeline review and if required drop it from the scope.
7 With the first draft of the game that abides by the scope doc test it, and get others to test it until it breaks (crashes, game logic fails etc).
8 Fix bugs, test again until it works - get feedback.
9 Review scope and see if elements can be enhanced based on feedback - again don't add or removed something if it is not needed, is counterproductive or will cause major production headaches.
10 At this point if you are facing a huge list of mods, bugs and feature requests you need to assess if the game can be recovered or maybe it's time to ditch the project.
11 If you do decide to add / reduce features head back to step 1.
12 Now the POLISH comes in. You now have a bug free game within scope that is fun to play. Review the entire game and decide which bits need attention - textures, music, theme, pace, sound fx. C'Mon! You know that Robot Monkey needs a better texture for the backpack - don't be lazy :)
13. Scope these changes. Proceed to step 1.
14. You have polished the game, everyone likes it, even outsiders, it's fun to play and even though it didn't have everything in it you wanted it functions without bugs and shines like a mirror. Ship it!
#3
09/13/2005 (4:58 am)
@Nyim : oh and one more thing. Check out peoples' .plan docs on this website - it will give you a good idea how to plan out your game as well.
#4
02/03/2007 (12:34 pm)
Stay in school and don't do drugs!
#5
Also, yeah, do what Mitchell said!
02/03/2007 (5:25 pm)
I'm curious. Is this team going to make a game in a day?Also, yeah, do what Mitchell said!
#6
02/03/2007 (5:39 pm)
Also, this thread is two years old
#7
02/03/2007 (11:14 pm)
Where does the time go? As you get older it seems time flies even when you're not having fun.
#9
02/04/2007 (8:39 pm)
We'll bring it back in 2009 again. So y'all have 2 years to think of some more witty advice for him.
#10
08/10/2007 (10:55 am)
To let you know that guy hasnt been on in 2 years either so apparently he got his hopes up and failed.
#11
08/10/2007 (10:56 am)
Actually that was his last post up there, where did he go?
#12
08/10/2007 (11:22 am)
Not only was it his last post, it was his only post. I wonder if he still wants to make games.
#13
08/10/2007 (11:29 am)
Not too uncommon, really. Look at all the kids who come here wanting to make the next World of Warcraft.
#14
09/29/2007 (7:18 pm)
Ew world of warcraft sux, im a kid trying to make the opposite of that
#15
10/01/2007 (1:33 pm)
The opposite of WoW would be a non-MMORPG. That would mean not massive, not multiplayer, not online, no role-playing, and not a game. Sounds like you're trying to make... a sandwich. A good starter project, to be sure.
#16
10/01/2007 (3:37 pm)
All you have to do to make the opposite of WoW is to make something that is not a questing click-fest. I can't understand why people think thats fun.
#17
10/17/2007 (8:30 pm)
Hello, everybody.
#18
10/17/2007 (9:41 pm)
Someone should be banned for this.. seriously..
#19
10/23/2007 (8:46 pm)
Lol i'm working on a sandwich right now....
#20
11/25/2007 (1:26 pm)
I fell sorry for this kid... I don't what to go the same way like this guy =(
Torque Owner nibbuls
2) Why would you want to purchase a GMax liscence when you can use something like Blender, Gamespace, or Milkshape at lower costs?
3) Why is age relevant to talent?
4) Information is usually helpful... As is previous experience and work samples. If you don't have those, then it's more than likely you're not ready to make your own game.