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TIGSource ForumsHiddenThe DromeValley of the DeadUnpaid Workvoxel game
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gimymblert
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« Reply #20 on: May 19, 2013, 02:24:09 PM »

Humm I can count a dozen of game and team that are already doing just that
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rogger
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« Reply #21 on: May 20, 2013, 09:13:38 AM »

Calm down. Go to the bank, get some money thats how the things done.

Sorry, but this is wrong on many levels. That's recipe for disaster.
1. Borrowing money for product without proof of market traction.
2. Hiring developers without interest in making successful product.



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rogger
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« Reply #22 on: May 20, 2013, 09:14:38 AM »

Humm I can count a dozen of game and team that are already doing just that

What are you referring to?
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gimymblert
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« Reply #23 on: May 20, 2013, 11:02:05 AM »

1. http://procworld.blogspot.fr/
2. http://www.rockpapershotgun.com/2013/05/13/the-voxels-are-academic-tug/

oh and shit here is an incomplete list, there are much more I know about that aren't there, but "dozen" is literally exploded in number:
http://madrealms.net/forum/more-games/list-of-voxel-games
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rogger
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« Reply #24 on: May 20, 2013, 01:06:22 PM »

Big thanks Gimym!

Few failed, but very interesting projects. Obviously it would be a lot easier to start from existing game with a developer who made it in the first place.

Thanks again.
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Evan Balster
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« Reply #25 on: May 20, 2013, 01:41:47 PM »

You're perfectly capable of learning to program.  Your insistence that you can't simply serves to demonstrate your inability to commit to a long and daunting task -- like making a game.  You state that you have an idea, but the idea you present is no more complex than the title of this thread -- make a voxel game.  Perhaps you have more developed ideas you're not sharing, but by doing so you withold all possible credibility.

Essentially, anyone who is naive enough to take you up on this offer to collaborate will be a novice -- unskilled, sloppy, and likely to flake out on you.  If you want to get something made, and you don't have the credentials to attract professional collaborators, I suggest you make it yourself.  Take it from someone who gets things done.
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gimymblert
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« Reply #26 on: May 20, 2013, 02:05:18 PM »

It's not like there isn't thousand gazillion tutorial and free engine to start with ...

http://www.blockstory.net/node/56
https://sites.google.com/site/letsmakeavoxelengine/


Oh shit there is so many hit on google it's like ...
https://www.google.fr/search?q=voxel+engine+tutorial&ie=utf-8&oe=utf-8&aq=t&rls=org.mozilla:en-US:official&client=firefox-a&channel=fflb
wow
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rogger
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« Reply #27 on: May 20, 2013, 02:45:55 PM »

Not everyone can be a programmer, however hard they try - right? I have realized this simple fact many years ago while trying to get a grasp of dynamic web, I just can't get my head around it - simple as that.

As for the process of making games. Yes, I do understand it takes time and effort. However looking at Gimym's list I see a lot of projects for which people put a lot of T & E yet failed to achieve a success [with notable exceptions]. So, those guys could actually benefit from focusing on monetization first, programming second - don't you think?

I've started this thread with simple question in mind - how to create a [simple] voxel based game that would be likely to achieve a commercial success. I do have idea what could be unique gameplay. Of course I won't share it in public for various reasons - 1. first mover advantage, 2. every programmer has ideas, they don't need mine, 3. I'm crazy and I don't want the world to find out [lol]

Anyway, I've gained some useful insight so this thread is worth having.
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gimymblert
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« Reply #28 on: May 20, 2013, 02:51:33 PM »

I know what you feel, i'm not a programmer too and it's like I'm ripping my own head, yet there is no other way, use an existing tool, learn basic concept, find your production style, cheat, and i mean cheat a lot!

Fun fact: you can't monetize a program that isn't made. The best way to thinki about how to monetize is to MVP

Here is an idea I have for a simple voxel game: minecraft but time travel, YAY it cost nothing. Idea mean nothing, the same idea can be executed in many different way, execution will matter and luck a lot too. And it does not matter if you are first, more competent people with actual market penetration can still rip you hard (zynga)
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Pixelgent
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« Reply #29 on: May 20, 2013, 09:29:22 PM »

“I’m really good at ideas. That’s
what I want to do in the team; be
the guy who has the ideas.”

Join the queue.
At the back.
Behind the guy who can draw, the girl who can code and
the ones who can write, plan, create, evaluate, debug,
submit and deliver.

They've got ideas,too.
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silverback
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« Reply #30 on: May 21, 2013, 04:24:28 AM »

I got the idea. Try to make a game without it.



Gametype TBD? what is this idea that you have? It sounds like making a MC-type game for the sole purpose of making money.


Indie isn't about making games for money, it's about making games with love, if your ideas are decent, the money follows.
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nikki
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« Reply #31 on: May 21, 2013, 05:29:24 AM »

"Not everyone can be a programmer, however hard they try - right? I have realized this simple fact many years ago while trying to get a grasp of dynamic web, I just can't get my head around it - simple as that. "

-wrong.

some people might not have a talent for programming or the dexterity to sit through the thousands of late nights, but in my opinion EVERYONE could learn how to pogram.

just start small, heck there are even programming langugaes/tools especcialy for children!
http://scratch.mit.edu/

or just simple ones
http://www.yoyogames.com/gamemaker/studio
https://www.scirra.com/

just get some of those ideas out of your head and make them into working thingies.
then get better at that.
then maybe worry about your multimillion dollar gamedesign carreer.

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Fallsburg
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« Reply #32 on: May 21, 2013, 06:05:08 AM »

My god you are fucking dense.


Not everyone can be a programmer, however hard they try - right? I have realized this simple fact many years ago while trying to get a grasp of dynamic web, I just can't get my head around it - simple as that.

Wow, you failed after trying something small and simple and gave up?  Game dev is going to be so easy for you!

Quote
As for the process of making games. Yes, I do understand it takes time and effort. However looking at Gimym's list I see a lot of projects for which people put a lot of T & E yet failed to achieve a success [with notable exceptions]. So, those guys could actually benefit from focusing on monetization first, programming second - don't you think?

A shameless cashgrab, that's a surefire way to make a good game that will capture the hearts and minds of fans!

Quote
I do have idea what could be unique gameplay. Of course I won't share it in public for various reasons - 1. first mover advantage, 2. every programmer has ideas, they don't need mine, 3. I'm crazy and I don't want the world to find out [lol]

2 and 3 are correct.  1 is you being delusional and actually thinking your idea has value.  I know that everyone has beat the drum that ideas are valueless and execution is all that matters, but it is correct.  In fact even further, your idea is probably worse than valueless as it probably sucks and you won't realize this until spending a lot of time (or money [or both]) figuring that out.
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rogger
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« Reply #33 on: May 21, 2013, 10:44:40 AM »

My god you are fucking dense.


Not everyone can be a programmer, however hard they try - right? I have realized this simple fact many years ago while trying to get a grasp of dynamic web, I just can't get my head around it - simple as that.

Wow, you failed after trying something small and simple and gave up?  Game dev is going to be so easy for you!

Quote
As for the process of making games. Yes, I do understand it takes time and effort. However looking at Gimym's list I see a lot of projects for which people put a lot of T & E yet failed to achieve a success [with notable exceptions]. So, those guys could actually benefit from focusing on monetization first, programming second - don't you think?

A shameless cashgrab, that's a surefire way to make a good game that will capture the hearts and minds of fans!

Quote
I do have idea what could be unique gameplay. Of course I won't share it in public for various reasons - 1. first mover advantage, 2. every programmer has ideas, they don't need mine, 3. I'm crazy and I don't want the world to find out [lol]

2 and 3 are correct.  1 is you being delusional and actually thinking your idea has value.  I know that everyone has beat the drum that ideas are valueless and execution is all that matters, but it is correct.  In fact even further, your idea is probably worse than valueless as it probably sucks and you won't realize this until spending a lot of time (or money [or both]) figuring that out.

Take a chill pill [and get a life].
« Last Edit: May 21, 2013, 11:05:15 AM by rogger » Logged
Jubjub
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« Reply #34 on: May 21, 2013, 10:46:21 AM »

He's absolutely right though.

It will be very hard to form a team if the only thing you can contribute to it is an idea.

If you want to make money, there are much easier ways than making indie games.
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Cobralad
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« Reply #35 on: May 21, 2013, 10:56:15 AM »

He's absolutely right though.

It will be very hard to form a team if the only thing you can contribute to it is an idea.

If you want to make money, there are much easier ways than making indie games.
True. I heard story about Call Of Duty developer guy, who droped gamedev job for some unrelated one and made more money in month, that he done in year during being dev. Althought he got bored and got back just because he loved games more.
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Fallsburg
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« Reply #36 on: May 21, 2013, 11:44:15 AM »

Take a chill pill [and get a life].
With conflict resolution skills like this, I can see you will make a wonderful team leader!
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Eigen
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« Reply #37 on: May 21, 2013, 12:28:21 PM »

Take a chill pill [and get a life].
With conflict resolution skills like this, I can see you will make a wonderful team leader!

Cheesy

No, seriously, listen to the man. He made several valid points. I also wouldn't rule out the option that game development isn't the right thing for you. The bar has been raised pretty high in the [indie] game development world, so you really got to pack a lot of skills. If think there are two ways to approach it. You either pick a subject and hone in on that skill specifically, or you try to expand your skill-set as much as possible, and while you won't be able to master everything, you will become self-sustainable. Lots of people (including me) have chosen the latter so they can produce art and music of certain quality but also design and program the actual thing. If that's something you can't do pick something specific and start working on that. Game design for example. Ideas are important but expanding and being able to write them down is even moreso. You've got to have an answer to every question your team-member might have.
« Last Edit: May 21, 2013, 12:35:30 PM by Eigen » Logged

SterlingDee
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« Reply #38 on: May 21, 2013, 07:41:32 PM »

I got the idea. Try to make a game without it.



Gametype TBD? what is this idea that you have? It sounds like making a MC-type game for the sole purpose of making money.


Indie isn't about making games for money, it's about making games with love, if your ideas are decent, the money follows.


It can also be about building a portfolio and experience & trying to move onto bigger things. A financially viable product that could be turned around in a short amount of time would be a great addition to any beginner's portfolio. I'm not saying this is necessarily the right idea for that, but OP's head is in the right place imo.
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« Reply #39 on: May 22, 2013, 05:13:41 AM »

just remembered

Craftstudio might be a good tool for you
http://craftstud.io/



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