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Geeze
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« on: August 03, 2012, 12:07:04 PM » |
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So there was this discussion and poll if people would want to make a new TIGS community project, there was 10+ straight yes-votes in the poll (compared to 140 views it's quite a lot), and at least I would really want it to happen. So what's the deal?The point of this thing would be making a game with TIGS people in about 2-4 months. (long enough to have some real game, short enough to keep people's attention) It should be open to anyone wanting to contribute, like the previous projects (BG and IB) . What would be really good if this could become a serie of projects instead of just one project. So what do I do?Post here to express your interest, and will to participate. People that gathered here could/would/should form a core group who'll stick through most of the development, althoug any help is appreciated. You should also say what you are good at, what you can do, what you would like to see in a such project like this, any ideas for the game (we should vote on that later, IF this actually kicks off) and everything else you want to say. Why should I work on this instead of a game of my own?For fun, if you want to. Main idea is to have fun. Stuff about this topicA "tutorial" about group projects by MuzDiscuss
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Pixelulsar
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« Reply #1 on: August 03, 2012, 12:39:39 PM » |
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I'd like to help, but don't really know what I could bring to the table. I'm okay at pixel art (not great), but I know you can find way better artists willing to participate. The only languages I know are AS3 with FlashPunk (not actual AS3, never done it without FlashPunk), and GameMaker. I can't really help if you decide to do this in Java or C++. Regardless, I'll try to do some art I guess...
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Muz
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« Reply #2 on: August 03, 2012, 10:58:38 PM » |
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Would be interested if it's a turn based strategy or eroge. Better yet, both 
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« Last Edit: August 03, 2012, 11:19:55 PM by Muz »
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VortexCortex
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« Reply #3 on: August 04, 2012, 06:00:06 AM » |
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This sort of fills the gap between compo and mammoth-colabo. I like the idea. I hope it does become a series because many folks are too busy on their own projects (myself included), but could spare time on something fun between projects.
The only requirement for me to contribute to any project (game or otherwise) is that it must be cross platform (Win, Mac & Lin in the least)... I don't dismiss arguments against multi-platform projects, I just don't find single platform projects worth working on.
In my experience, the main problem these types of collaborations face are scale and scheduling. 'Design by committee' invariably causes the planning stages to drag on, and agreeing on a schedule of milestones always takes a huge amount of compromise. It can be done, but it takes discipline to enforce a time limit, especially when it's your baby on the chopping block.
Furthermore, the gameplan shouldn't depend on any but the dedicated core team to complete the goals. Welcoming transient contributors is great, but depending on them to meet a schedule is a recipe for disaster. It's better to have such contributions get you to the goal sooner (so you can add more polish), than to watch your schedule fall apart and end up begging for work.
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Glyph
Level 6
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« Reply #4 on: August 04, 2012, 06:46:40 AM » |
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I can program in Game Maker. I also can do music, but not super well. (Here's something I've made, for reference)
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Feel visible matter... Feel invisible matter... There is life everywhere...
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Muz
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« Reply #5 on: August 04, 2012, 07:35:21 AM » |
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Furthermore, the gameplan shouldn't depend on any but the dedicated core team to complete the goals. Welcoming transient contributors is great, but depending on them to meet a schedule is a recipe for disaster. It's better to have such contributions get you to the goal sooner (so you can add more polish), than to watch your schedule fall apart and end up begging for work.
Would be interesting to have a system, or at least some kind of "bonus tasks" pile for people to contribute at will. Maybe just do side characters/side quests/side levels. Or even something similar to the Reality on the Norm system, where the resources are open to anyone's contribution, but scaled back a bit.
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Geeze
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« Reply #6 on: August 04, 2012, 11:39:05 AM » |
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Furthermore, the gameplan shouldn't depend on any but the dedicated core team to complete the goals. Welcoming transient contributors is great, but depending on them to meet a schedule is a recipe for disaster. It's better to have such contributions get you to the goal sooner (so you can add more polish), than to watch your schedule fall apart and end up begging for work.
Would be interesting to have a system, or at least some kind of "bonus tasks" pile for people to contribute at will. Maybe just do side characters/side quests/side levels. Or even something similar to the Reality on the Norm system, where the resources are open to anyone's contribution, but scaled back a bit. Trello is pretty much ideal for this. Handy way to list tasks, features etc. And it's very easy to assign tasks to people. Check it out. I've tried it and it's awesome. Trello for task management, svn/git/hg-repo for code & assets, skype/irc/forums for discussion? Sounds good? Also I think GM is a big nono(poor cross platform support, $$$) for this, but I doubt you guys would be totally unable to help with other languages.
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Muz
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« Reply #7 on: August 04, 2012, 04:02:21 PM » |
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I don't really like GM for group projects because it doesn't really seem to have a lot of flexibility. At least with things like C++, you can make your own custom scripts, and have less skilled coders build the environment, levels, buildings, economic system, whatever.. just with a little scripting, whereas the core programmers would design the engine in such a way that at least 70% of the work would be done outside of modifying the main code. I don't really think you could do this with GM. Also, I think we should pick an idea that has width, more than depth. Something fairly simple that's difficult for someone to do solo, but easy for lots of people to do together. But not too complicated because nobody's going to spend a lot of time thinking on one segment of code. Something that can be extended, coded into expansions if needed in the future, when the main programmers get bored with it. I'd say strategy games are too difficult for this. Maybe a RPG? It's something that you can have 20 people working on at the same time and the core engine shouldn't be too hard to make. Or a classic adventure game? MMO shooter? Maybe something similar to Faery Tale Online where you get to create your own persistent world and destroy it? (but without being as detailed as Minecraft) Though we should probably see if some really skilled programmers are willing to sign up for this and go with the genre they like the most 
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Geeze
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« Reply #8 on: August 07, 2012, 10:58:44 AM » |
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Somethig I'd like to see is online multiplayer/competitive multiplayer, not only because multiplayer is fun, but because you can not only create it as a community but also play it as a community. Also MP has greater replay value compared to single. And, it's more fun to playtest things without devalueing the experience, right?
But online MP is technically a bigger hassle, and not that suitable for a shorter project so I'll leave this "idea" be (unless some super skilled programmers appear who can crunch a game with online multiplayer, preferably bug-free, in 2-3 months).
Procedural stuff, anyone?
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DeadPixel
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« Reply #9 on: August 07, 2012, 11:32:59 AM » |
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I think for a group project like this that you ideally want to aim for something either very small or something 'chunked'. Episodic, like you mentioned above, or something modular. A core game system that is complete on its own, but can easily be added to and expanded with new content as the group progresses. That way you can try to stem some of the burnout that occurs when members see nothing but the monolithic structure staring them down. In that vein, and since you mentioned multiplayer, I'd like to propose the idea of a Transgaming project. The online portion could be as simple as a database with an exposed JSON/PHP back-end API that represents the game state and world. No real time multiplayer required. From there it's the group's goal to create relatively simple mini-games to accommodate the different activities that can take place in the game. Examples: - Match-3 mining game
- Farmville-ish gathering game
- Shop management (Recettear)
- Tiny dungeon crawl
- Town management (Sim City-ish)
- Housing builder (Sims-ish)
Each mini-game is a complete, discrete project, but they all tie into and affect the overall game state that they all share. They are further tied together by a trading economy accessible from each game (dungeon crawler/miners/gathers find mats -> go to craftsmen -> build items/buildings -> goes to shop/town sim -> goes to housing sim -> crawlers/miners/gatherers having housing -> repeat). That's just an idea, and not necessarily the one that needs to be pursued. But, I do think something small and easily digestible is the way to go over a singular and possibly overwhelming project.
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Muz
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« Reply #10 on: August 08, 2012, 11:17:46 PM » |
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Lol, TIGLife  Would be interesting to have kind of a simple modular MMO thing, let people create cities, farm stuff, get married ala Harvest Moon. Maybe even attack each other, though that would definitely turn it into a war game.
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Ashkin
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« Reply #11 on: August 09, 2012, 12:09:56 AM » |
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I can contribute art, though I'm definitely not the best option for that. Maybe grunt work that nobody else can be bothered with or something. Also, I could design. Hahahahahahaha. No music-making skills, can't program in the language you guys will use.
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baconman
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« Reply #12 on: August 13, 2012, 09:07:42 PM » |
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I mess with C++/C#, XNA, and GML mostly. I'm far better at creating in-game content/scripting than directly programming, and work best on an existing base. However, some of my project ideas seem to exist outside of the scope of some engines (or so it appears), hence why I've been trying to get better at creating one. I can illustrate fairly well, and am familiar with lots of art principles (color theory, animation, etc.); but ironically, I SUCK at using computer illustration programs.  Design is part of my brain that does not stop/shut up; and usually when I'm time-killing here, if it's not in the design subforum, it's in DevLogs. I've found I'm far better at contributing to others' projects than I am building my own house. Unfortunately for me. I'm probably about a B-level of Music/Sound. I understand lots of styles and beats of music theory, and could probably compose stuff in something akin to GHTunes better than actual music programs. How this could be beneficial here, I'm not quite sure yet. Mostly into chiptunes, rock, techno/rave, drum'n'bass, and 80s; although I do have appreciation/comprehension for jazz/house and tropical, Latin, and folk music as well. My voice was not made for voice-acting, unless you want something intentionally terrible. XD GameDev software experience to date mostly involves fighters and musical games, although I'm bridging into platformer, free-roam adventure games, driving games (eventually?) and shmups. Also slightly engrossed at the idea of combining genuine level design with procedural generation. Eventually I would like to make a "game about gaming," kind of like what you'd get if maybe PokeMon's gyms were all arcades, with simple-but-substancial games. I've also made some card/board games as a kid, as well. Not too good at storywriting/telling; although I'm GREAT at typing/writing in general. I blame my dynamic life for being more engrossing than most fiction - I've never had to imagine an "interesting" life, I just live one. I may take Ludum Dare off, JUST to see if I can force myself to crank out a complete, dumb prototype of SOMETHING that doesn't take months to build.____________________ The three biggest weaknesses I face are in computer illustration/pixel art/assets, keeping my "dynamic life" in check/control, and project scaling. I'm ever inflating and simplifying my core concepts, trying to make something that works well, and is completable within a month or two (since that's about all the time I get before something around here explodes). Something along the lines of what DeadPixel is describing isn't far off from what I'm thinking, as well. The biggest challenge of that though, is making the programs compatible (same language?), and keeping a player-progression-oriented focus. Plus, twitch games for twitch gamers, grind games for grind gamers?
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« Last Edit: August 13, 2012, 09:15:39 PM by baconman »
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John Sandoval
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« Reply #13 on: August 13, 2012, 11:25:06 PM » |
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I recommend creating a Skype Group for this thing, if it ever gets off the ground.
Oh ya, and I can contribute arts. Maybe.
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Geeze
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« Reply #14 on: August 20, 2012, 07:35:35 AM » |
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Some fun idea I have come up with. Atleast some of you have probably seen the devlog for Mercury, that winner-generated roguelike. So I think we could do the same thing but with an RTS (Or any other genre, but there really isn't enough indie strategies, as noted in another thread, but ability to realistically compete in the game is required. Multiplayer!).
How it basically would work: 1. We come up with a SINGLE unique core mechanic. I think only one should be enough to distinguish this project with major AAA games of the same genre. 2. We create the game, only with basic functionality, in case of RTS, only basic units amd mechanics.
3. LOOP STARTS HERE - Each cycle, we have a tournament open for all. - Winner (or the best 2-3) get to design new features/set of units for next version, or they can remove something unnecessary. - We develop those features. - Necessary balance tweaks. - Repeat until great product/interest stops. LOOP ENDS HERE.
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