ID:151992
Jun 25 2008, 10:07 am
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Its sooo much easier to work on something when you know other people are interested in what you're doing. If it seems like no one cares, motivation dies out quickly. So what's the best way to get other people involved and interested in your projects?
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Jun 25 2008, 10:12 am
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Advertise to attract the right crowd?
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A couple options I can think of:
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I tend to like having the work that I'm responsible for be in well-defined chunks. I don't want to hang around waiting for orders unless I'm being paid a salary. I'll work relatively cheap if I can do my job and get out.
Frankly, I think that too many people try to form a staff when all they need are smaller works for hire. Developers don't need artist and programmer positions. They need art and code! The work should be divided into libraries that are small enough that people will be willing and able to complete them (with a healthy amount of comments). |
In response to ACWraith
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ACWraith wrote:
Frankly, I think that too many people try to form a staff when all they need are smaller works for hire. Developers don't need artist and programmer positions. They need art and code! The work should be divided into libraries that are small enough that people will be willing and able to complete them (with a healthy amount of comments). In that case, I need people who are willing to stand around and have ideas bounced off of them. |
In response to Foomer
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I can do it, just e-mail me with the times that you will be available (I don't get on any messenger often anymore).
George Gough |
In response to KodeNerd
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KodeNerd wrote:
I can do it, just e-mail me with the times that you will be available (I don't get on any messenger often anymore). Do what? |
As AC said, things go more smoothly if the game's already moved past the design phase once you've been contracted. More likely to stick around if my task is "Clicking this HUD button causes you to flick to the kick state and cause damage to someone in front of you based on this formula," rather than "ok make punch system."
Having icons (even preliminary ones) helps. If I'm hired as a programmer, I don't want to have to make temporary icons while the artist makes the good stuff. Money talks. I'm poor. Rawr. |
In response to A.T.H.K
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At the end of his post he states that he needs people to bounce ideas off of. That is what I was replying to.
George Gough |
Foomer wrote:
So what's the best way to get other people involved and interested in your projects? Pay them. |
In response to Xooxer
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Xooxer wrote:
Foomer wrote: I'm actually not talking about recruiting staff, I'm talking about developing a fan base. People who are interested in your project, not necessarily working on it. |
In response to Kuraudo
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Kuraudo wrote:
As AC said, things go more smoothly if the game's already moved past the design phase once you've been contracted. More likely to stick around if my task is "Clicking this HUD button causes you to flick to the kick state and cause damage to someone in front of you based on this formula," rather than "ok make punch system." I couldn't agree more. I've tried to help people with projects, but without a design in place I end up being the idea guy (while they're the vague general area idea guy). I'm not good at being the idea guy, if I was I'd probably have a game or two on the hub. |
In response to Foomer
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Foomer wrote:
I'm actually not talking about recruiting staff, Considering that's the common meaning people understand from reading "get people to work with you?", I wouldn't blame him much. I'm talking about developing a fan base. People who are interested in your project, not necessarily working on it. Hey, paying them would still help with that as well. =) ( =P ) |
In response to Kaioken
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Kaioken wrote:
Foomer wrote: Bad wording on my part I guess. I was talking about working "with" you, as in, discussing game ideas together and stuff, rather than working "for" you in the sense that they're actually contributing parts of the game. |
In response to Foomer
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Well, in that case, the answer would be to either find people who share your interest in the design, or change the design to match your peers' interests. If neither option sounds palatable, then maybe working with others isn't for you.
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In response to YMIHere
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YMIHere wrote:
I couldn't agree more. I've tried to help people with projects, but without a design in place I end up being the idea guy (while they're the vague general area idea guy). I'm not good at being the idea guy, if I was I'd probably have a game or two on the hub. I'm great at being the idea guy, but I have no playable games on the Hub. ;-) Well, unless you count my Whack! concept demo, which is "playable" but very rudimentary. |
In response to Jtgibson
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Finding people with similar ideas, or people who like yours in general works. Tell them about the game you're developing, make them want to play it, and theres your fanbase, this can also work with staff.
As for ideas, I suggest going to a chat room or developer forum, and discussing what you're trying to do and asking for suggestions. You want to find someone who can find the flaws in your design plans. I suggest going to game developer forums other than these and discussing your ideas there. Its alot easier to get ideas from someone without pay, thats for sure. For artwork critiquing you have places like pixelation, and pixel joint. We have the pixel art society here on byond aswell. For programming, if its DM you're working with, then these forums or chatters would be a good place to get ideas for your game, or how to program something more efficiently. |