TIGSource Forums

Community => Creative => Topic started by: vinheim3 on July 29, 2012, 03:35:09 AM



Title: TIG projects
Post by: vinheim3 on July 29, 2012, 03:35:09 AM
Why haven't we done this?

A lot of us have skill in some programming language/s and have some experience in making games, so why haven't we gotten together and made something big? I'm thinking we all set groups for different programming languages, then lay down the groundwork for what tools we use, flesh out an idea, and then get to work on different parts.

I know there's probably a problem with communication, but with some kind of group chat/message board, I think we could iron out issues quickly. If someone gets lazy, they get no credit and someone else can pitch in to work on his part.


Title: Re: TIG projects
Post by: Udderdude on July 29, 2012, 03:41:14 AM
Too many cooks in the kitchen, herding cats, etc.


Title: Re: TIG projects
Post by: vinheim3 on July 29, 2012, 03:48:10 AM
Too many cooks in the kitchen, herding cats, etc.

Some of us also have experience in organization, leading, etc.

It's an idea I think we should at least try


Title: Re: TIG projects
Post by: Geeze on July 29, 2012, 05:22:04 AM
Actually there is two TIG community projects, indie brawl and Balding's quest


Title: Re: TIG projects
Post by: Oddball on July 29, 2012, 06:01:53 AM
It's a shame that the community projects are so hard to find.
Balding Quest - http://forums.tigsource.com/index.php?board=28.0
Indie Brawl - http://forums.tigsource.com/index.php?board=29.0

They are both pretty dead at the moment though.


Title: Re: TIG projects
Post by: Schoq on July 29, 2012, 06:11:38 AM
They have their own subforum, how is that hard to find?


Title: Re: TIG projects
Post by: Oddball on July 29, 2012, 06:35:27 AM
Correction Balding Quest has it's own sub-sub-sub-sub-forum. I knew it existed and I still had to look hard to find it in order to post that link.


Title: Re: TIG projects
Post by: chongdashu on July 29, 2012, 07:18:57 AM
From my experience, just putting talented people together won't make a great product. You'd need a good leader who can motivate and keep every one in check. Being a leader, and doing development at the same time, requires quite a high workload. Couple that with the fact that most people will be doing it as their side project (or one of their many side projects), you'll see that coordination becomes difficult because of the different stakes each person has in the team.


Title: Re: TIG projects
Post by: Liosan on July 29, 2012, 10:58:58 AM
I'll just share a few of my experiences with a community project :)

Warlock's Gauntlet (http://www.desura.com/games/warlocks-gauntlet) was a community project for a polish game programming forum, warsztat.gd (http://warsztat.gd). We actually managed to finish it, and the development took 2 years. But as for the quality... well, this isn't the best of games, because we were almost entirely programmer-focused, and other aspects of the game are lacking. Still, it got 6.9 on desura. Guess people thought it had unused potential :P

As for leadership, 3 people from the team shared the 'coordinator' position throughout the project, for better or worse. Coordinators stepped down not because they left the project (all 3 remained until the end), but because of lack of time or because we felt someone else would be better. Any of the 3 of us was essential - if the coordinator started slopping, the project ground to a halt.

We had a huge team member rotation, and most of the core team were remnants of the starting group, but even late in the project we found people that would stay for many months.

I really should write a post mortem one day.

Liosan


Title: Re: TIG projects
Post by: Geeze on July 29, 2012, 12:12:32 PM
I think the problem is that members working on those two TIG projects are not active anymore, and new people aren't that interested in them, maybe because they've been in the works for quite a long time. Also maybe it's kinda hard to coordinate such a thing in forum enviroment.

But for sure we need a new community project. Either this or a new official TIG Compo. It has been way too loong time since we have had one.


Title: Re: TIG projects
Post by: LazyWaffle on July 29, 2012, 04:35:08 PM
I'm down, if you can think of a good gimmick.

But yeah, we haven't had much luck with community projects in the past.


Title: Re: TIG projects
Post by: ANtY on July 29, 2012, 05:07:49 PM
I'll just share a few of my experiences with a community project :)

Warlock's Gauntlet (http://www.desura.com/games/warlocks-gauntlet) was a community project for a polish game programming forum, warsztat.gd (http://warsztat.gd). We actually managed to finish it, and the development took 2 years. But as for the quality... well, this isn't the best of games, because we were almost entirely programmer-focused, and other aspects of the game are lacking. Still, it got 6.9 on desura. Guess people thought it had unused potential :P

As for leadership, 3 people from the team shared the 'coordinator' position throughout the project, for better or worse. Coordinators stepped down not because they left the project (all 3 remained until the end), but because of lack of time or because we felt someone else would be better. Any of the 3 of us was essential - if the coordinator started slopping, the project ground to a halt.

We had a huge team member rotation, and most of the core team were remnants of the starting group, but even late in the project we found people that would stay for many months.

I really should write a post mortem one day.

Liosan
You really should write one!

And I'm still impressed that you managed to finish this project, good job, dunno if I already said it earlier  ;) :handthumbsupR:


Title: Re: TIG projects
Post by: Muz on July 29, 2012, 08:55:03 PM
I've done some group projects, the main issue is always finding things that people want to create as a group. And motivation, leadership. Usually nobody wants to take leadership, and the one who does is incompetent. I've written a few articles on online indie team management; maybe I'll do a better one for TIGS later, now that I've had experience managing MMO alliances as well :P


Title: Re: TIG projects
Post by: VideoGameProject on July 30, 2012, 09:33:34 AM
From my experience, just putting talented people together won't make a great product. You'd need a good leader who can motivate and keep every one in check. Being a leader, and doing development at the same time, requires quite a high workload. Couple that with the fact that most people will be doing it as their side project (or one of their many side projects), you'll see that coordination becomes difficult because of the different stakes each person has in the team.


Hey Guys!

I have the skills and motivation needed to get a game created. I, like this forum creator would like to get some talented people together to make a game. If interested visit http://www.facebook.com/VideoGamesProject. I have the same dream. Let's turn it into a reality.


Title: Re: TIG projects
Post by: Udderdude on July 30, 2012, 09:36:00 AM
From my experience, just putting talented people together won't make a great product. You'd need a good leader who can motivate and keep every one in check. Being a leader, and doing development at the same time, requires quite a high workload. Couple that with the fact that most people will be doing it as their side project (or one of their many side projects), you'll see that coordination becomes difficult because of the different stakes each person has in the team.


Hey Guys!

I have the skills and motivation needed to get a game created. I, like this forum creator would like to get some talented people together to make a game. If interested visit http://www.facebook.com/VideoGamesProject. I have the same dream. Let's turn it into a reality.

0/10 should've kept your trolling to a single thread.


Title: Re: TIG projects
Post by: VideoGameProject on July 30, 2012, 09:43:55 AM
From my experience, just putting talented people together won't make a great product. You'd need a good leader who can motivate and keep every one in check. Being a leader, and doing development at the same time, requires quite a high workload. Couple that with the fact that most people will be doing it as their side project (or one of their many side projects), you'll see that coordination becomes difficult because of the different stakes each person has in the team.


Hey Guys!

I have the skills and motivation needed to get a game created. I, like this forum creator would like to get some talented people together to make a game. If interested visit http://www.facebook.com/VideoGamesProject. I have the same dream. Let's turn it into a reality.

0/10 should've kept your trolling to a single thread.

Maybe so, This person is trying to do the same as I. Perhaps by "Trolling" this thread I I can gather support. And team up with this like minded individual with the same goal.


Title: Re: TIG projects
Post by: vinheim3 on July 30, 2012, 11:47:01 AM
From what I gather in the thread:
1. If we did this, we'd need a good leader and good organization. Obviously there's got to be multiple leaders managing different things.
2. There have been different collaborations, but they're pretty much dead. Probably due to inactive members or the whole forum structure of posting things. I was always imagining some kind of IM for this instead, one that most people here use.
3. Motivation. I think this doesn't need to be an obstacle if a clear design doc is made and everyone is given very simple tasks one at a time.

I think I forgot to mention that my idea was that there would be projects for different programming languages. Competition is a great motivator.


Title: Re: TIG projects
Post by: Geeze on July 30, 2012, 12:09:01 PM
 >:D >:D
Wants this now! Managing a project like this could be interesting.

Time to make a poll!


Title: Re: TIG projects
Post by: MrDodo on July 31, 2012, 12:45:00 AM


Well, I would like to be in. My programming skills are not great, but I have some experience with Flash (as3) and Box2D.

The idea of some kind of competition between the different lenguages I think rocks!


Title: Re: TIG projects
Post by: Muz on July 31, 2012, 07:57:28 AM
Wrote up a quick and dirty guide to managing indie projects:
http://forums.tigsource.com/index.php?topic=27653.0


Title: Re: TIG projects
Post by: SodiumEyes on July 31, 2012, 09:04:18 PM
The thing to remember is that games are often year-long/multi-year projects. You can't just post "let's make a game together!" on a forum and expect to form a team of people who are actually committed enough to achieve such a long-term goal.


Title: Re: TIG projects
Post by: clockwrk_routine on July 31, 2012, 09:12:49 PM
i'd give a go with graphics and contribute to design


Title: Re: TIG projects
Post by: Retro on August 03, 2012, 02:48:21 PM
Warlock's Gauntlet (http://www.desura.com/games/warlocks-gauntlet) was a community project for a polish game programming forum, warsztat.gd (http://warsztat.gd). We actually managed to finish it, and the development took 2 years. But as for the quality... well, this isn't the best of games, because we were almost entirely programmer-focused, and other aspects of the game are lacking. Still, it got 6.9 on desura. Guess people thought it had unused potential :P

I hope you know what an awesome achievement this is. I've been involved in a similar initiative on a Slovenian gamedev forum and it failed spectacularly for all the reasons everyone mentions.

But if I try really hard to come up with something constructive for such an initiative, maybe it should be managed more like open-source projects, maybe even to extent of delegating jobs through a system like Worklist (https://www.worklist.net/worklist/welcome.php). I have no idea how to design such a game though as I'm not a guy to support design-by-committee.


Title: Re: TIG projects
Post by: LazyWaffle on August 10, 2012, 07:58:32 PM
Nothing to contribute right now, but bumping this. I propose we just start pitching game ideas, I guess?


Title: Re: TIG projects
Post by: baconman on August 13, 2012, 10:12:19 PM
For those interested in using GML, I have a starting framework (in my current project) that's flexible enough to handle most 2D game styles, and includes a Level Chunker approach for ProcGen level design. (https://www.box.com/s/9fd1b5d2259d1419399f)

Slightly disjointed attempt at making a flexible framework for many types of 2D games. Many of the asset objects already have coding for proper actions/reactions (bomb collect adds bomb ammo, bomb set subtracts one, creates explosion, objects react to explosion sprites), and it also contains (optional) code for a "level chunk randomizer," which can be coded with strings to set tile objects.

No music, SFX, or tilesets yet; and character controls and stuff like gravity/collision checks aren't implemented as of now. All assets are Creative Commons. Could use better "placeholder bushes/trees" as well.

Level Chunker management tutorial:
Quote
1. Create a grid of "LevelGenChunk" objects, surround where closeoffs are desired with "Blackout" objects. These will randomly transform into "BattleChunk," "NaviChunk," and "TrapChunk" objects.

2. These three objects will check neighboring chunks and provide a Perlin Noise-style answer (IE: their "image_index") that will cause them to link to one another, and close off any of the same type (or Blackouts). The idea here is to provide flux between different playstyles, in order to prevent monotony.

+1 blocks off the top.
+2 blocks off the left.
+4 blocks off the right.
+8 blocks off the bottom.
"15" totals make standalone rooms that we can bridge with created doorways, or warp pipes, that sort of thing.

3. Based on the image index, the objects then use ten "fillScreen#" commands, each one laying fifteen tiles across. The first 15 variables are "image_index" frames for the "oScriptTiles" object. There's easy-to-pick-up-on patterns in that. Then for the 16th variable, just list the object (oScriptTiles).

It makes a 15 x 10 grid of 48x48 tiles; and so long as openings between them are mutual, it's all green. Tiles include two-tall/wide angles and inner/outer curvatures as well.

4. Just use conditional "create_object" commands after that to fill the chunks with objects!