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877346 Posts in 32857 Topics- by 24297 Members - Latest Member: laffertyr

May 19, 2013, 09:38:39 AM
TIGSource ForumsDeveloperCreativeI'm stumped
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Paul Eres
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« Reply #15 on: November 13, 2011, 01:45:56 PM »

Can't find ppl to work with  Shocked

i'd suggest coming to irc, giving people feedback on their games in threads here or via email, going to game dev meetups if any happen near you, and doing other things to meet other game developers. a lot of the skills of game development can only be learned from interacting with other game developers
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ANtY
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« Reply #16 on: November 13, 2011, 01:59:20 PM »

I try to give feedback to other developers in threads on tigsource. I live in Poland and there are no indie meetups here Sad
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tametick
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« Reply #17 on: November 13, 2011, 02:00:51 PM »

I try to give feedback to other developers in threads on tigsource. I live in Poland and there are no indie meetups here Sad

Yes there are, especially if you don't mind taking the train to Berlin.
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Paul Eres
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« Reply #18 on: November 13, 2011, 02:10:15 PM »

you could also meet with teegee and other polish indie devs

or (as i mentioned) come on irc; there are 100+ tigsource users there, probably at least one of them wants to work with you
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ANtY
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« Reply #19 on: November 13, 2011, 04:15:26 PM »

I know all these indie devs that are going to those indie meetups, there is not a lot of indies in Poland.

TeeGee lives around 500 km away from me so :/

I'll try that IRC thingie then.
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davidp
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« Reply #20 on: November 14, 2011, 12:53:06 AM »

Hey if you make graphics we could team up! i'm looking for a graphics guy ^^
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ANtY
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« Reply #21 on: November 14, 2011, 09:23:04 AM »

Never used IRC before... and I won't do it anymore.

Didn't find out anything except that looking for a programmer on IRC is lame and that I should make mmortsrpg...

@davidp: sent u a pm.
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XRA
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« Reply #22 on: November 14, 2011, 12:28:28 PM »

what makes the platformer your making different from all the other platformers?
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antybaner
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« Reply #23 on: November 14, 2011, 12:45:56 PM »

what makes the platformer your making different from all the other platformers?

It has guns and gun overheating. If the gun overheats you cant use it until it cools down completely. This means that you cant just go guns blazing... Right now thats all. Im thinking of adding limited weapon upgrades so that you can choose but yeah. And  it has a cool flamethrower. and slopes. And water.
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Kramlack
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« Reply #24 on: November 14, 2011, 02:01:33 PM »

Suck it up and get to work, plain and simple. Anything else is just an excuse. If you can't do that much, think about changing career's or hobbies.

Sounds harsh but it's completely true. I'm currently going through that thought process because I see people like Delicious, Xion, Pietepiet, etc, making leaps and bounds ahead of me in short time spans, while I just laze around doing nothing. In the competitive field, you either suck it up or fall behind, so take your pick.


It has guns and gun overheating. If the gun overheats you cant use it until it cools down completely. This means that you cant just go guns blazing... Right now thats all. Im thinking of adding limited weapon upgrades so that you can choose but yeah.
I wasn't sure if you were serious about considering this a 'unique' feature. Judging from the rest of the post, I'd say no, but in case you were, I'll go ahead and stop you right there, saying Boktai's done all of this, and probably better too. It used a legitimate solar panel on the game's cartridge so the guns in-game were powered by solar energy. Not to say it's not a good idea, just saying you're not the first person to use overheating, as I'm sure Boktai wasn't either.
« Last Edit: November 14, 2011, 02:43:38 PM by Kramlack » Logged
Montoli
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« Reply #25 on: November 14, 2011, 05:43:12 PM »

The best way I've found is to make something playabe AS FAST AS POSSIBLE.  Get it up and running as quick as you can, and get a little dude running around on screen that you can control.

Then just... add stuff.  Try to avoid adding any single thing that will take you more than a day to put in.  Certainly try to avoid anything that you would go for more than a day without seeing any progress on.  If you have tasks that will take longer, try to break them down into smaller tasks that DO take a day or less, and try to structure them so you'll see progress as you do them.

And if you find yourself thinking "what I originally planned was hard, but I could make THIS much more easily and I think it would be fun too" then for all that is good and awesome, throw out the old idea and go for whatever seems fun NOW.

This is the best way I've found to combat the sort of feelings of procrastination you describe.  (Otherwise yeah, I spend too much time playing LOL if I'm not careful. Wink)

Good luck!
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Xardov
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« Reply #26 on: November 14, 2011, 05:53:39 PM »

Glad to see that I'm not the only one who has this problem.  Waaagh!
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« Reply #27 on: November 14, 2011, 06:10:17 PM »

yea I asked about the feature that sets it apart because that is usually how I start the design process, there is usually a mechanic I want to try or something existing that I'm inspired by, usually some type of kinetic motion / expression Durr...?.  I know story and themes are good but I usually let that stuff come second.

If you can think of a way to keep the game's momentum going when your gun overheats, that might help a lot.
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RCIX
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« Reply #28 on: November 14, 2011, 07:01:14 PM »

Boktai's done all of this, and probably better too. It used a legitimate solar panel on the game's cartridge so the guns in-game were powered by solar energy.
WTF seriously? That has to be a record for most obscure game mechanic or something. Which gives me an idea for a thread...

What I like to do for game ideas is one of a couple of things:
 * Take an accepted RL mechanical system or theory or such, then ask "Could I make a game if i explicitly and dliberately violated X rule of said system in Y way?". For instance, the project I'm working on now is based off of the theory of Relativity in a way, though it asks "what if one had an object whose position/velocity is invariant with respect to the frame of reference you choose to measure it in?")
 * Start with an existing genre and permute ideas from there (like, what about a platformer where the player can only climb walls? What sort of interesting mechanics can I do with that?)
« Last Edit: November 14, 2011, 07:07:55 PM by RCIX » Logged
Kramlack
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« Reply #29 on: November 15, 2011, 06:01:51 AM »

WTF seriously? That has to be a record for most obscure game mechanic or something. Which gives me an idea for a thread...

Yeah, it's a pretty interesting mechanic. Boktai as a series though is great, it's unfortunate that very few people have played/heard of it. Kojima seems to be good at making really cult series (looking at you too ZoE).
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