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1038151 Posts in 41950 Topics- by 33562 Members - Latest Member: nought

September 01, 2014, 05:49:42 PM
TIGSource ForumsHiddenPornodromeValley of the DeadUnpaid WorkLooking for talented programmers. (Java)
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Author Topic: Looking for talented programmers. (Java)  (Read 1890 times)
AlbireoX
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« Reply #15 on: September 08, 2011, 07:31:52 AM »

For networking, I've already designed a way to transmit data.
Anyway, when making an Internet game, there's something that's even harder than programming, it's called game design. There are tones of MMO out there, as a player, why would I play your MMO ? What's going to make it unique ? What's going to make me want to play it ? There's nothing more depressing than working for few years (no kidding) on a game project and then realize that nobody gives a shit about it.

The reason I started this MMO is because I had a lot of novel ideas for it. And I've already come up with formulas for data transfer. (I'll be sending data for the server to perform trig functions on; the server will send updated positions and velocity every tick, etc.; I've already calculated that 1 million trig functions take 9 ms.) I also already have a team of 2 content developers. We've already come up with some very innovative concepts, like a replacement for a standard HP bar.
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JOBA
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« Reply #16 on: September 16, 2011, 05:09:40 PM »

Have you finished a game before?
Why do you think you have the skills to pull off an MMO at 15?

EDIT: No hate, but you really don't. Haha
I could argue that odds of pulling of an MMO at an age of 15 is somewhat higher than doing it when you're older, then you're "smart enough" not to even give a try. Sad
Or lack of time, energy and enthusiasm might kick in.

Kids are awesome! So yeah, make an mmo, make a fucking quake 5 for all i care.
(just dont expect anyone to jump on your ship without a playable demo)

Break a leg (or two) and have fun!
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Instant TileEd - draw pixel art games and export them to Tiled TMX!
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Bishop
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« Reply #17 on: October 08, 2011, 01:56:13 AM »

In my first week at uni, this guy Paddy organized everyone together. He got a team of 30 or so programmers together, all of them hadn't yet written their first line of code. World of Warcraft took 5 years to create, with around a hundred developers and cost something like half a billion to produce. I forget the proper figures, but needless to say, it's astronomical.

So far, I've cancelled 20 - 25 games, finished 2. I like to think about game development similar to art. Artists don't put out 100% finished paintings, they start with sketches, they sketch many many more times than they paint.
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