Welcome, Guest. Please login or register.

Login with username, password and session length

 
Advanced search

1411413 Posts in 69360 Topics- by 58415 Members - Latest Member: sophi_26

April 16, 2024, 05:57:55 AM

Need hosting? Check out Digital Ocean
(more details in this thread)
TIGSource ForumsJobsCollaborationsLets friggin MAKE a team.
Pages: 1 [2] 3
Print
Author Topic: Lets friggin MAKE a team.  (Read 6572 times)
antybaner
Level 1
*


also known as antymattar


View Profile
« Reply #20 on: December 24, 2011, 07:48:26 AM »

Sorry,Im going to put this on hold for a while. Seems I have to work with sundown kid again to finish megalonia.
Logged

Falmil
Level 6
*


View Profile
« Reply #21 on: December 24, 2011, 08:36:33 AM »

Sorry,Im going to put this on hold for a while. Seems I have to work with sundown kid again to finish megalonia.

aaaaaaaand there it is.
Logged
antybaner
Level 1
*


also known as antymattar


View Profile
« Reply #22 on: December 24, 2011, 10:20:13 AM »

Hey man, I dont see you postponing team assembly because you just realized you already had a team.  GiggleHand Joystick
Logged

Manuel Magalhães
Forum Dungeon Master
Level 10
*****



View Profile WWW
« Reply #23 on: December 24, 2011, 10:59:10 AM »


Problem?
Logged

antybaner
Level 1
*


also known as antymattar


View Profile
« Reply #24 on: December 24, 2011, 01:59:07 PM »


Problem?
GENIUS!
Logged

etcetera
Level 0
**



View Profile
« Reply #25 on: January 03, 2012, 09:43:40 AM »

I would like to join, if you need another programmer.

I consider myself fluent in GML, so seeing as you mentioned it in your first post I guess that's what you guys are using? If you need an additional programmer, I'd be down to join, just PM me or tell me in this thread.  =D
If you're fine without another programmer, then I understand. I've been part of teams with 2 or 3 programmers that haven't worked out due to lack or artists, people with good ideas, and music composers.

EDIT: As a side note, platformers are my favourite genre of game, so it'd be fun to work on a platformer game
« Last Edit: January 03, 2012, 09:49:50 AM by etcetera » Logged
Kapser
Level 0
***


View Profile
« Reply #26 on: January 04, 2012, 01:14:31 AM »

edit: Sorry didn't even see the request was cancelled. GL on megalonia. Action 52 games are hilarious XD
« Last Edit: January 04, 2012, 03:43:41 PM by Kapser » Logged
Geeze
Level 5
*****


Totally.


View Profile
« Reply #27 on: January 04, 2012, 06:03:50 AM »

 
Sorry,Im going to put this on hold for a while. Seems I have to work with sundown kid again to finish megalonia.
So YOU ARE the new programmer for Megalonia. Great! Someone who'll make progress. Roll Eyes
Logged

SundownKid
Level 10
*****



View Profile WWW
« Reply #28 on: January 04, 2012, 04:16:14 PM »

Sorry,Im going to put this on hold for a while. Seems I have to work with sundown kid again to finish megalonia.
So YOU ARE the new programmer for Megalonia. Great! Someone who'll make progress. Roll Eyes

He actually has full control over the art and design as well, using some things from the old notes, but making it somewhat more traditional. Now it will look more like an SNES shmup, a la Hydorah. Let me tell you that it will be the epic-est Action 52 game when it's released.
Logged

Kapser
Level 0
***


View Profile
« Reply #29 on: January 05, 2012, 12:27:29 AM »

Feel free to contact me when you're done with the game Smiley

I'd love to work with you guys.

(I have a portfolio)
Logged
bjadams
Level 1
*



View Profile
« Reply #30 on: January 05, 2012, 04:18:13 AM »

That's pessimistic. Good candidates can be found, they're just in a minority. So you do have to spend time searching for them.

I fully agree.
I have come across some good people on these boards (and others), and actually even released a game on iOS.

What I found works best, is to make a realistic project to test how the team clicks together & keep the team as small as possible: 1 programmer, 1 artist and 1 sound engineer.

Logged

iOS & Android developer
baconman
Level 10
*****


Design Guru


View Profile WWW
« Reply #31 on: January 05, 2012, 06:10:32 AM »

^And leave design gurus in the dust? I see how it is, now. ;.;

I usually enjoy stuff like level design, troubleshooting, and I'm fairly decent with animation. Strangely enough, I know a lot of music theory and structure, melody patterns that generally make songs fun to play and are usually cool sounding, and how to combine tempo and pitch to fit different moods; yet I haven't even played with composition software at all. Closest thing I did was use ACID Pro 3.5 to compose medley files.

One mountain at a time, I suppose. Maybe it's time to step it up to two at a time, because "real life" ain't slowing down anytime soon...
Logged

bjadams
Level 1
*



View Profile
« Reply #32 on: January 05, 2012, 06:21:26 AM »

BaconMan, in small casual style game projects, the artist usually takes care of level design.

Every one is free to have a full time level designer, project manager etc... but it seems that many are complaining that most projects never see the light of the day, so maybe its a good idea to start small, release 1 simple game, and if the team clicks together, then expand to larger projects
Logged

iOS & Android developer
bjadams
Level 1
*



View Profile
« Reply #33 on: January 05, 2012, 06:43:18 AM »

Exactly my point Jasmine, seems like we share the same concept.
The end result is to get the project done in a reasonable time frame, and not get winded up in big speculative projects that spun months/years of work and never see the light of day.
Someone taking care of anything visual, someone taking care of all audio, and someone to put all the technicalities together is more than enough for mobile casual games.
Logged

iOS & Android developer
Fallsburg
Level 10
*****


Fear the CircleCat


View Profile
« Reply #34 on: January 05, 2012, 07:02:43 AM »

Specialist roles like "designer" or "artist" aren't essential. I don't mean that in a discriminatory way. What I mean is that a small team of multitalented individuals is better than a small team of specialists.

Specialist roles are better suited to larger businesses, where people are joining and leaving all the time, and where new people have to slot into place and perform an established well-defined function.

Agreed.  I think that at the small team (<= 4 people) level everyone is going to have to wear multiple (if not all) hats.  That isn't to say people aren't going to/shouldn't specialize to some degree, because obviously some people are better at certain things than others. 
Logged
bjadams
Level 1
*



View Profile
« Reply #35 on: January 05, 2012, 07:04:33 AM »

most artists & audio people I usually work with have no knowledge of programming, yet we have no problem communicating and actually finishing projects.
Logged

iOS & Android developer
antybaner
Level 1
*


also known as antymattar


View Profile
« Reply #36 on: January 05, 2012, 12:56:06 PM »

Well I would have to thank Sundownkid for most of my progress. yeah. large hard projects are verry intimidating... Especially when the team starts out as 12 and ends as 3...  Facepalm

But yeah. After megalonia, I will probably contact you guys. But for now. Its bug fixing. We are starting the game from scratch so It will  be... maybe... a month?

Wait what? I can only make 500 megalonias in my lifetime!?   Hand Shake LeftAngryHand Any Key
Logged

bjadams
Level 1
*



View Profile
« Reply #37 on: January 05, 2012, 01:03:45 PM »

So since Antybaner is busy finishing another project, if there's any artist who has a good idea for a simple 2d casual game to release on mobiles, I'm happy to get together, as long as the project is realistic and somewhat original...
Logged

iOS & Android developer
Dragonmaw
Guest
« Reply #38 on: January 05, 2012, 02:10:36 PM »

I'll join, as long as we can call it the Homoerotic Justice Force.

I laughed
Logged
Kapser
Level 0
***


View Profile
« Reply #39 on: January 05, 2012, 06:08:29 PM »

I agree the best team is a team of one programmer, one artist and one audio guy. Also small project to start is a must to learn how the team work together.

However the designer is often underestimated, even in small indie projects. Of course the programmer or artist is able to design a game, but a game designer will help not only bringing new ideas, but help the programmer test every builds and guide him throughout the process. I know a lot of people that are good programmers but don't know how to complete a great game, and a guy with experience to keep them motivated and give hints of how to tweak and propose what's the next best step can really allow a project to evolve. Not all artists/coders like making levels either.
Logged
Pages: 1 [2] 3
Print
Jump to:  

Theme orange-lt created by panic