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878021 Posts in 32900 Topics- by 24324 Members - Latest Member: Fi_designer

May 21, 2013, 02:48:48 AM
TIGSource ForumsDeveloperFeedbackDevLogsThe Salvage | A lonely death on a bitter planet.
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Author Topic: The Salvage | A lonely death on a bitter planet.  (Read 59571 times)
14113
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« Reply #285 on: March 04, 2011, 07:57:33 AM »

How bout a small team of programmers? It seems like there's a load of people who'd love to work on the game, but also, it seems to be a massive, sprawling game, which could do with the manpower.
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Scut Fabulous
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« Reply #286 on: March 04, 2011, 08:19:58 AM »

I'm willing to entertain ideas, but I would need seriously good reasons to have several people climb aboard on this project.  It's not that I wish to exclude people, quite the opposite, but every individual that comes into a project adds enormously to the amount of co-ordination and communication required.
I think it's probably best to have a single coder at this point, with the goal of bringing something to a playable pre-alpha before assessing the product and seeing where additional talents could be put to use.
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wilbefast
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« Reply #287 on: March 04, 2011, 01:07:16 PM »

I depends a lot on where your coders are professionals or amateurs: the latter can often get the job done just as well, but self-taught coders can be difficult to work with because they don't do anything by the book (or rather have their own book they do things by).

Even though I've done a few years of university I still consider myself to be an amateur, since most of the time I've worked alone and haven't been forced to use a given coding style or pattern to get the job done. So I too am a pain in the arse to work with  GentlemanHand Metal Right
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14113
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« Reply #288 on: March 04, 2011, 02:53:56 PM »

all I'm thinking is that given that 90% of the people wanting to help will be doing so in their spare time, and its a large project, it might be best to get multiple people on board.

I dont really think keeping it organised would be a major problem; some sort of source management system, plus a list of, say, monthly goals (set by yourself, or a project lead of some sort) should suffice

Still, its your decision, and your project.

@wilbefast
yeah, I consider myself an amateur as well, but still, for any project I think one would have to put in some sort of commenting/style standard for people to work with.
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mokesmoe
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« Reply #289 on: March 04, 2011, 05:58:18 PM »

I think the fact that he wants to release it commercially is what makes having a bunch of people awkward.
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wilbefast
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« Reply #290 on: March 05, 2011, 01:50:55 AM »

This is probably true, but don't jump on the guy for wanting to make something out of all that hard work...
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14113
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« Reply #291 on: March 05, 2011, 09:20:17 AM »

I think tbh, thats probably a really good reason for not having a team of people working on it.
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Scut Fabulous
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« Reply #292 on: March 05, 2011, 12:16:03 PM »



TECH
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Lizardheim
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« Reply #293 on: March 05, 2011, 12:41:28 PM »

Fancy, really looking forwards to a game with the general gameplay integrated. Smiley
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pla1207
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« Reply #294 on: March 07, 2011, 07:33:04 AM »

hey,
the demo is really neat Hand Thumbs Up Left Hand Thumbs Up Right.
What i was wondering about was the fact that the player climbs up obstacles automatically.
I think it's a good way to add playabilitty but it looks odd without animation.

Also I've checked out your artwork on your site, especially the "amiga vehilce" makes me a new fan of your work ! My Word!
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Scut Fabulous
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« Reply #295 on: March 07, 2011, 07:54:11 AM »

Glad you enjoy my work.

As for the tech demo, nothing in there is necessarily how the final product will behave.  We were just assembling a basic set of core elements needed.  i.e. animation support, scrolling, digging, lighting, flight physics etc.
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Bones
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« Reply #296 on: March 07, 2011, 10:53:48 PM »

Great looking tech demo man.
God speed, it's all looking fantastic with all the extensive design work you've done.

When I first saw the flying animation I wondered how it would work, but seeing it in motion makes more sense.
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Demo Reel 2012

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Keeping focus on your breath,
This may take a while.



Scut Fabulous
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« Reply #297 on: March 08, 2011, 05:47:13 AM »

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_ben
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« Reply #298 on: March 08, 2011, 05:56:52 AM »

I love your forsight and dedication to this project. The whole thread is a very fun read through.  : Hand Thumbs Up Right Hand Thumbs Up Left
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pla1207
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« Reply #299 on: March 08, 2011, 07:27:57 AM »


Kiss
it's like you'Re breathing the amiga style

how's the search for a coder goes ahead ?
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