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Looking for people to help at the best game ever | Locked | |
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Apr 22 2013 Anchor | ||
Hi guys, I am looking forward to make a game. I have the idea of the best Dragon ball game ever, an rpg action adventure but not like any other one. This will be the first and the most played game. I am asking who would like to be on my team, and together to work at this game. This is a project you can work at in your free time, when you are bored, because there is not a pressure of time. This is a project starting with no money. When the game will be ready we could get some Everyone interested can send an email at championstefan@ymail.com Presentation . The game will be offline , even if in the video you see the login screen.I know 3d and a friend is doing 2d. Looking forward to hearing from you. Edited by: betterquests |
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Apr 24 2013 Anchor | ||
Amazing |
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Apr 24 2013 Anchor | |
Indeed amazing on so many levels. Not any good one, though. -- Need some polishing for your game with beautiful VFX? Check out my website: Game-vfx.com |
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Apr 24 2013 Anchor | ||
A true visionary. |
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Apr 24 2013 Anchor | ||
GUYZ ITS TRUE!!11!!111 WE HAVE ALREADY BEEN CONTACTED BY INVESTORS!!11!!! -- Someone wrote: Her? |
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Apr 24 2013 Anchor | ||
Can't wait to pre-order my copy! |
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Apr 30 2013 Anchor | ||
Sarcasmz! |
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Apr 30 2013 Anchor | |
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Apr 30 2013 Anchor | ||
Didn't we already go through this and agree that you need to start smaller? No? Please, for the love of all that is good and righteous in this world, start smaller. MUCH SMALLER. Make a flash, a small arena game, if you absolutely need to make a multiplayer game, anything! You are doing yourself no favors by trying to make an MMO as your first game, and you're definitely not helping your case by appearing so naive. What, other than your ideas, can you bring to a team? Can you code? Can you make art? Can you write? You're going after one the hardest, most complex, most expensive games anyone could possibly make. Even if you can make it for free, you'll still need to rent a domain for a website, which can be upwards of a hundred dollars a month, maybe more, as well as servers to host the game, which on the order of several hundred to several thousand dollars a month. This is not something you can get a few random people together and make in a few weeks. -- I snark, therefore, I am.
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Apr 30 2013 Anchor | ||
Do you have any idea how much high end server hardware it takes to run an MMORPG? We're talking hundreds of thousands of dollars to build infrastructure. Better put on a tie and go talk to venture capitalists! EDIT: Venture capitalists also have this nasty habit of expecting results. Edited by: masternerdguy -- All posts are phase shifted and routed through the main deflector dish for quality assurance purposes. |
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May 2 2013 Anchor | ||
Firstly I know 3d. About the multiplayer, I will see about if will be a multiplayer or an action/adventure offline when the game will be 90% ready. The difference between the two of them will be the gameplay experience, but the world will be the same. |
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May 2 2013 Anchor | ||
I think we need to make a sticky that must be read before posting in forums. I'm sick of seeing people create new accounts and posting forums post the day of (Like this for example) of really stupid shit. I would go as far as saying 25% of the last 3 months of post would be stupid "looking for team post" where someone wants others to do all the work or "best idea ever" post. I think Indie DB/ Mod db needs to make it only accounts of a certain level can post. Its gotten to a point where you cant just ignore them easily as they consistently take up the new post sidebar on the site and its just annoying. -- Someone wrote: Her? |
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May 2 2013 Anchor | ||
The code for an offline action game and an MMO are nowhere near the same. You cant just pick when you are 90% done. -- All posts are phase shifted and routed through the main deflector dish for quality assurance purposes. |
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May 2 2013 Anchor | ||
Don't say bad things about my project. I didn't said that I want others to work at the project and I not do anything,
I said that the world will be the same, not the code. No problem, because the code for an offline game will be made with the idea that we could change it for an online game. |
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May 2 2013 Anchor | ||
These posts are of no help to anyone, yes its fun to jump on the bandwagon and diss a newbie, however think of how that reflects on you? TerranAmbassador i compliment you on your understanding. |
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May 2 2013 Anchor | ||
You know 3D what? Modeling? Texturing? 3D programming? 3D what? I, nor anyone else, should not have to ask that question. What if I were looking to join you?
You can't do that. I'll be the first to admit that I'm no expert, but whether a game is single- or multiplayer completely changes how it works and how it has to be built, and adding a "massively" in front of that multiplayer changes it yet again. You need to pick one or the other. I'm serious, it's a fundamental thing. It has to be taken into account and designed around from the beginning. 90% the way to completion is way, WAY too late to change something like that, 20%, even, might be too late; simply because games are complex, fickle, inter-connected beasts. If you change one thing, it has a butterfly effect that can potentially break the entire game. You're still not doing yourself any favors here. If anything, you're showing that you're most definitely NOT ready to take on a project of any amount of scope or difficulty. You want my advice? Shelve your idea. Go download Gamemaker and make a few simple games or join an already existing team and help work on their game(s). Get a few months experience, preferably a year or more. Then come back and take another look at this. -- I snark, therefore, I am.
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May 2 2013 Anchor | ||
I'm going to write a good simple explanation of single vs multiplayer and why you have to decide to start making multiplayer from day 0. I'm not trying to be condescending but I think this will be helpful. In a single player game you can code it however you want. Any bizarre off the wall, deficient, just plain dumb architecture you can imagine works fine. This is because there is just 1 PC running 1 instance of 1 application. Everything, the geometry for levels, the AI routines for NPCs, the rendering code, it's all running on the same machine. This makes single player games extremely easy to write. Multiplayer is much harder. You have to make a distinction between what is client side and server side. In a typical multiplayer game you have a server and clients. The server is running things like AI routines, collission testing (except in crappy FPSes), relaying of chat between players, managing game sessions and keeping everyone who is connected in sync. The server reads input from the clients, does some logic, and pushes output back to them. The clients of multiplayer games are typically minimalistic. They basically send and recieve packets from the server and draw what the universe should look like based on the packets they've been receiving. Ever been rubber banded in an FPS? That happens when the client you're using and the server desync and the server keeps telling the client you're back at some position, but the client lets you move a little between updates. In multiplayer it is all about communication. I'd go so far as to say that in a multiplayer game you want near 0 logic on the client side and the server should be doing the work, ideally. The issue with taking some single player game that's near completion and just "adding multiplayer" is that you'll need to rewrite fundamental components of your game to make it work. You'd basically be restarting your development from day 1 doing boiler plate changes that are both boring and complicated. Games are complex entities and they don't like having their insides rearranged, trust me. Hopefully I cleared something up, if anyone wants to add to this please do! EDIT: Wanted to add that in single player you only have 1 program running, but in multiplayer the client and server are usually 2 totally different programs written from different code bases. If you agree on a communication scheme you could have 2 totally different teams implement the client and server! EDIT2: And building an massively (BLANK) game requires extensive knowledge of computer science. The straight forward and simple approaches are too slow or limited to handle thousands of players, so you need to have a solid background in ideas such as load balancing, parallel processes, inter process communication, and writing a physics engine that can handle variations in the rate time passes, since time slows down in the game the more people are connected. Not to mention managing connects and disconnects for thousands of clients. You'll also want to implement some kind of anti-cheat system that is going to make all this far more complex. Edited by: masternerdguy -- All posts are phase shifted and routed through the main deflector dish for quality assurance purposes. |
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May 3 2013 Anchor | ||
Thankyou for your concern about this project. TerranAmbassador , I know modelling and texturing. I understand now the difference between multiplayer and singleplayer. I chose the multiplayer because the idea of this game was built on multiplayer. I want to be a combination between wow, gta and counterstrike(teamplay against bots). |
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May 3 2013 Anchor | |
Your first objective should be to create a Game Design Document - Without this your ideas will run away with themselves and you will never get anything done. -- Hi |
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May 3 2013 Anchor | ||
ok, I will search what that is because I dont know |
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May 3 2013 Anchor | |
I'm sure this is a troll thread. |
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May 3 2013 Anchor | ||
Hanlon's razor ambershee. Never assume malice where simple stupidity (or, in this case, naivete) will suffice.
All the more reason to shelve this idea for the time being. You need to find an already-existing project and try to join the team working on that. You need to work on that for a few months (a year or more would be better) and get experience. I'm not going to lie: your chances of even getting a team together right now, with the sheer naivete you've displayed here, are next to 0. -- I snark, therefore, I am.
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May 4 2013 Anchor | ||
I dont need to know what that is, because I put some ideas in the video. About joining an already-existing project and returning after a year. Do you think after a year I will have the motivation I have now? No. About "get experience", I dont want to have the knowledge about how to make the game all alone, because there is no one who can do that even if he know how. I said I will work on the 3d and I asked for help at guys who may have experince or not. |
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May 4 2013 Anchor | ||
Even if you did manage to convince people to work on your game, you can't just say "Make a Desert," and hand them one screen shot from the TV show. You need to flesh out your ideas. Take, for example, your "GTA city". What does GTA city mean? As for it being impossible to make a game by yourself, that doesn't mean you can't As suggested earlier, it would really be a good idea to download Unity or gamemaker, and make a simple platformer. Or a super-simple zombie fps. Edited by: ANumberSquared |
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May 4 2013 Anchor | ||
I know most answers to all that questions. I don't need to know all of them because it is not my job. |
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