Looking to assemble a dev team for small project that can grow WAY bigger.
Details will be discussed in PM or on Twitter DM - @RidingGlitch (Twitter preferable.)
This is not paid work as the game seems ideal as a free model, however this probably will change based on a few factors to be discussed.
Seeking :-
1 x Additional JavaScript Coder (Unity3D)
1 x 3D Model Artist and Rigger (Characters, Textures and some Maps)
1 x Graphic Designer (GUI/HUD, Logo, Menus, Textures)
If you have multiple talents please do share. I am a very open guy so ask me for any info or if you have any questions.
Must have:-
Email, Whatsapp and/or Twitter, Be friendly!
- Stan The Guy
This is not paid work as the game seems ideal as a free model, however this probably will change based on a few factors to be discussed.
Seeking :-
1 x Additional JavaScript Coder (Unity3D)
1 x 3D Model Artist and Rigger (Characters, Textures and some Maps)
1 x Graphic Designer (GUI/HUD, Logo, Menus, Textures)
If you have multiple talents please do share. I am a very open guy so ask me for any info or if you have any questions.
Must have:-
Email, Whatsapp and/or Twitter, Be friendly!
- Stan The Guy
Comments
Just a few quick notes, posts like these tend to be much more effective when they contain:
-Information about the game project, everyone has ideas they think are great, if people have to go out of their way to find out if they like a thing or not, they're usually not going to bother.
-A playable prototype. People join projects that they can play. A prototype signals your commitment as well as being a really great way to get feedback. Even screenshot mockups or animatics can help :)
-Failing both of those, reputation can help. A history of producing interesting games or prototypes is very useful when convincing others to leave their own pet projects.
Good luck!
With regards to what the project is, I am planning a multiplayer cartoon/parkour-influenced/fps with a focus on realism in a cartoon world (detailed recoil, gravity, physics) as well as nodding to the FPS genre.
As always, feel free to ask me any questions you may have.
I mean, this looks like a pretty enormous goal, even just the "First Release" looks to me like an enormous goal. This is a far bigger goal than I would set myself when starting a project.
Can this goal be broken down to something smaller, as an initial test, something you can do to prove the concept to potential collaborators and get them excited?
Yes I am currently scraping my pre-prototype due to imported assets from the AS causing havoc from the start and will be re-coding the first bit.
The "First Release" refers to V1.0
So to start, a basic FPS is built (currently working on that front) with a development map, then Multiplayer aspects is introduced, this would be Alpha 0.0.1 or similar. Then work on elements such as characters, maps and items can be introduced, as well as keeping code working and sorting any potential bugs out. Toon shaders can be implemented from Alpha 0.0.4 if needed as it's something more simple to assign materials to objects than getting a basic FPS framework out.
I must also state that even though this is a small project, it won't "go quickly" by any means, hence seeking a team to ensure speed and quality is sought after.
Alpha 0.0.1:
Basic FPS movement and development map created.
UNET networking implemented for dev-testing.
Alpha 0.0.2:
"player" model created instead of a ball or cube as player.
bug fixes if needed.
work on aspect of physics and ensuring it translates over the network.
Alpha 0.0.3:
"Game mode" - set a simple scoring system to run on host/client. (Deathmatch)
Create a timer
bug fixes if needed
Alpha 0.0.4
Toon shading
expand on "game mode"
and so on.
Dev level coming along
As someone who might be keen to help out, you're not showing enough to actually gain my interest. Talking about your idea and showing me a version I can play are worlds apart in this situation. A good video is somewhere in between.
All of us here go through dud games which are not fun, and its always good to be able to abandon those early on and start with something fun, than be overconfident that the game WILL be fun, and find out that its not after developing non-essential bits for half a year to a year.
Don't take this as me suggesting your game does not sound fun, I'm merely saying that I too have thought of things that have sounded fun on paper, but in practice it fails. And there's no way to be sure how it will turn out until you are done. So building a much smaller prototype first goes a long way to help you with this.
For instance, archive the many map ideas, pick the your favourite and start with that. It's obviously a good idea to not inhibit your creativity, and you can write it down somewhere if you have a ton of other cool map ideas. But you need a clear plan for now, more than you need a clear plan for later.
I do like that you have game-play listed as your alpha 0.0.3. The scoring system is the first hint of a game (in my opinion), so doing that so early on is a good move in the right direction.
The black shapes are placeholder "power ups", like ammo and health. Just to give the room a bit of a feel. The room is a bit larger than portrayed in the screenshot and possibly a video may help.
This map will only serve as a test field for the project, and won't be an actual part of the game.
The geometry is a little over the top as it was a quick prototype built with ProBuilder, while still juggling a mother-in-law behind my back, so I did miss a few details I would normally neaten up.
I agree that one map at a time makes sense and that the detailing doesn't need to happen until much later, however the core elements is simply run and gun. If I can get a simple "cartoon" environment and a FPS controller with a functioning weapon (pistol even), would that be a step in the right direction?
It can sound REALLY easy, but you'll realise how hard that easy is when you actually starting working on the gameplay, the feel. That's the real essence of what will attract people to help with your game.
What won't attract people to your project:
- promise of graphics,
- level maps
- cool ideas
- promise of a big project
- promise of revenue share
What might attract people to your project:
- a WORKING core concept (forget graphics. Blocks and circles can work)
- a working core concept that FEELS good (something that feels good doesn't have to look like COD. Again, forget graphics)
- gameplay video (again, forget graphics) or gifs or something.
- payment :P
And the best way to get this is by making 50 things. Many of them will suck. One might be good. You won't know until you make them. Ideas don't mean very much. Everyone here have upwards of 50 ideas that they think will be awesome :)
There are two angles of attack there: Get really ruthless with defining the bare minimum of the game you want to test out, or get really productive so that you can produce more complex things faster. Both of those take a lot of work and a lot of failing to finish things so that you can learn from those experiences.
It might be a good idea as well to throw away the word "simple" when you're talking about game ideas ;) None of the things you've called simple actually are. Yes, someone might be able to make something that does what you've talked about relatively quickly, but that's not because they're simple, that's because that person is scarily good! Teams can spend months tweaking movement in an action game to get the feel of it just right, then spend months more reproducing that feel reliably over a network... "Simple" generally means that the problem isn't understood and so it's invisible, which is scary. Maybe. Maybe not... If you find yourself doing lots of work that doesn't result in anything that can be played, then yeah, stopping in order to work on something that's more immediate with its feedback is probably a good idea. If you're able to have something you feel you can play relatively quickly, even if it's the most sarcastic interpretation of your idea ever, then that's worth making - even if all it achieves is give you a feeling for why the default FPS controller is a little annoying ;)
That's why people are saying that big level designs and feature lists don't convince people to join a team: They're not actually moving towards a completed game. If you can take that level you've got into Unity and have a capsule running around in it before the end of the weekend, then cool. Try that.
But the thing you definitely need to put on the backburner is the idea that a first project like this is going to be massively successful, massively polished and massively staffed. Rather just make stuff because it'll be fun to try to make it :)
That thinking is detrimental to your own creative process. If you think you MUST make that, then make it. Go ahead. If you can't make it by yourself (or at least get the gameplay core down, and that has nothing to do with having a big team, it has to do with game design and prototyping) then it really doesn't matter how good your idea is, no matter what.
So make stuff. Not because you *know* it'll be successful. (Because 99.9% of people making their first thing is unsuccessful. Don't fool yourself into thinking "I AM NEO I AM THE ONE") But make stuff because you're looking for success - and that success will be something that you discover through doing and making stuff WORK, not something that you have an idea in your head of. Because there is infinitely more to a successful game than what you can see in your head. You cannot simulate everything in your head. You cannot simulate player reaction, how people you don't know from a bar of soap might react/behave/enjoy something or not. And that something is a huge collection of variables. Simply too big for anyone to truly comprehend on their own.
So just make stuff, and as a one-man show, make small stuff. Tiny things. Otherwise you'll not get anywhere and then be disappointed at what's actually the normal path of learning which you need to walk.
My thinking for simple was just a comparison towards more well known brands.
I will still make this project, it will just be later on in time.
But here are the screenies:
Shows what I have so far, and I think I must at least try to continue this project and see how far I can get.
I like to approach games incrementally, like it looks like you're doing now. Start by making what I think is the start of the thing, and then add something to make it better, and then add another thing and add another thing.
This usually means that I don't end up making the game I intended to make before I began, but each step of the way the game keeps getting better (if I know what I'm doing). The last game I released ("Broforce") didn't start with a plan to make the game we eventually made, but instead it got there through incremental improvements (at various points we did have plans, but we only stuck to them if it turned out that we'd guessed correctly what would be the next best thing to implement, which wasn't often). Well, not all of the increments were necessarily improvements, but it seems likely most of them were.
"Seeing how far I get" is how I start projects. I think it's a good attitude to have, so long as you keep seeking out feedback (like you have been doing), so that you can keep reality checking whether you're on a good path.
I find difficulty in seeing what your idea in the previous posts is supposed to be that other games don't already offer, with teams far bigger/better/more experienced, but I think as you fiddle around and try a bunch of different things, you'll eventually stumble on something really cool and different (even if it's not at all what you were setting out to make).
I haven't made a game since primary school so I guess I am running on that kinda logic to start, this forum's feedback certainly helped a TON! <3
So I have a question, Is there a place where I can post and update a changelog? (So it is viewable by people to give feedback)?