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team_q
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« Reply #1 on: April 23, 2013, 07:32:24 AM » |
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The Desura link for rune masters didn't seem to work
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ANtY
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« Reply #2 on: April 23, 2013, 08:00:06 AM » |
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It's fine, I wanted to switch it to link to the game's subpage on our website when it's done thx for letting me know
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« Last Edit: April 23, 2013, 08:08:02 AM by ANtY »
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ericmbernier
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« Reply #3 on: April 23, 2013, 10:43:32 AM » |
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I saw this posted on Reddit. Good article. I can really relate to the points you make about keeping quiet until you have something useful to show potential artists. Even as someone who commissioned multiple artists in the past, I am sometimes antsy to find an artist to collaborate with. This can cost you both valuable time and money, as you might not get exactly what you were looking for.
Best paragraph in the entire article is the one that starts off with "Is your prototype no fun?". Great advice there.
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ANtY
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« Reply #4 on: April 23, 2013, 11:07:28 AM » |
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Thanks, glad you like it Hah, I can relate to that, lately I commissioned an artwork too hasty to realize a few days later that the project is unplayable and the money went to waste. It's hard to wait for those things, but it's really for the good.
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Impmaster
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« Reply #5 on: April 25, 2013, 07:26:23 PM » |
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Sounds good. I never actually thought of making a team like that.
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ANtY
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« Reply #6 on: April 26, 2013, 04:43:24 AM » |
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If you can do your game alone or find ppl you need a different way it's better to stick with it, but most ppl that are just starting are like this so I tried to target the post at them.
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Kinaetron
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« Reply #7 on: April 26, 2013, 05:34:38 AM » |
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Thanks for this, I was wondering what was the best way to recruit people
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Life sucks and then you die.
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kamac
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« Reply #9 on: April 27, 2013, 12:48:37 PM » |
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Thanks for this, I was wondering what was the best way to recruit people
Nobody says it's the best, but it's certainly close ( Just don't take me wrong, I don't mean anything bad. It really is a good article. )
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budleiser
Level 0
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« Reply #10 on: May 01, 2013, 12:29:43 AM » |
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A good article on a necessary subject. I think one of the most important things is be patient, take your time, and don't be afraid of turning people down if they don't seem serious or mesh well. Better to cut em loose early than spend 6 months trying to work with the wrong people.
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ANtY
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« Reply #11 on: May 01, 2013, 08:47:44 AM » |
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A good article on a necessary subject. I think one of the most important things is be patient, take your time, and don't be afraid of turning people down if they don't seem serious or mesh well. Better to cut em loose early than spend 6 months trying to work with the wrong people.
exactly!
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colinshark
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« Reply #12 on: May 17, 2013, 03:27:22 PM » |
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I speak from the viewpoint of a single-person team.
I'm glad someone else is encouraging folks to just go out and prototype it. You'll challenge yourself greatly, but you'll find new skills at the same time. It's better to know what is a real roadblock.
I'm also a proponent of a "minimum viable team", especially for indies. Not that people aren't good people, but teammates just drop off all the time. They get tired, or they get other jobs, or they go to school, or they get in fights... A multi-person indie team is a bit of a ticking time bomb of motivation.
The people you pick need to be in it to win it.
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I make Gimbal - Build Ships - Multiplayer - Physics
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ANtY
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« Reply #13 on: May 17, 2013, 06:37:00 PM » |
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A multi-person indie team is a bit of a ticking time bomb of motivation.
perfectly phrased
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