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Looking for people to help at the best game ever (Forums : Ideas & Concepts : Looking for people to help at the best game ever) Locked
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May 4 2013, 12:17pm Anchor

Not your job? NOT YOUR JOB?!? ARE YOU THE DESIGNER OR NOT?!?!? IS THIS YOUR GAME OR NOT?!?!?

Unless you've mislead us for two threads, your duty, as creator and designer of this "game", is to know, intimately, every single detail, to know them, to write them down, to think them through, to make them work! YOUR JOB!!! You are the architect, the director, the ringleader. A programmer can't do his job without knowing how YOU want the AI to act, a writer can't do her job without knowing how YOU want the plot to twist. YOUR team cannot work on YOUR game without knowing how YOU want it made. They cannot read your mind, they cannot run back and forth hunting you down. And they cannot know how you want something done unless you spell it out for them, in no uncertain terms, in a design document. A document that it is YOUR job to write.

You need to be able to answer those questions and a thousand more besides. You need, at a moments notice, to be able to answer any question anyone might possibly have with at least some detail.

You "idea" video is nothing more than screenshots of the anime with some music in the background. That doesn't convey what you want to do at all, let alone in any way that someone can use to actually work on a game.

You are that very noob you criticize. You've launched into an overly ambitious project with not a clue as to what you're doing, dismissed all of the advice given to you, and have displayed such mind-numbing arrogance that it's a wonder you haven't been banned on the spot.

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May 4 2013, 12:24pm Anchor
championstefan wrote: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.

You don't need to collect all your ideas into a single place where those "potential" team mates can look?

Why do you think you won't have the motivation in a year, or two, or even three years after a break from the project to gather knowledge and experience? If that's the case, then you won't have motivation as soon as there a sign of struggle ahead. If this concept doesn't motivate you in two years after a break, it won't motivate you after three months of working with it. Therefore it's a waste of time for everyone on board.

championstefan wrote:I know most answers to all that questions. I don't need to know all of them because it is not my job.
I start to model buildings. I know it is very difficult and it takes a lot of time and because of that I don't want to work at other project.
Did you realize how many good ideas don't concrete and we see just horror games just because a lot of guys work on projects of people with noob ideas but a lot of skill at making games?

It certainly is your role to know the answers to all those questions, and even more. It's your project, you know everything about the design. Who's job is it to answer all the questions? My job? That guy down the street with the 50 cats?

May 4 2013, 12:46pm Anchor
Someone wrote:I know most answers to all that questions.

Then please answer them.

I'm gathering that you don't want to make a game; you just want someone to make a Dragonball MMORPG right now.

As for:

Someone wrote:Did you realize how many good ideas don't concrete and we see just horror games just because a lot of guys work on projects of people with noob ideas but a lot of skill at making games?

We do that because we don't have the resources to make, say... a dragonball MMORPG. Like I said; it took two weeks to make this! One enemy! And it's not even textured and animated yet!
New Enemy  Model (WIP)

I doubt you could find even a single person on here who is making their dream game: we make "noob ideas" because we don't have million dollar budgets to hire dozens of artists and programmers, so we focus on one aspect and perfect that (usually the gameplay). A perfect game is impossible, so we are choosing to make a pretty good game rather than no game at all.

Now, a question: You said:

Someone wrote:I know it is very difficult and it takes a lot of time and because of that I don't want to work at other project.

If YOU don't want to work on someone else's project, what on earth makes you think someone else will want to work on yours?

Edited by: Squared55

May 4 2013, 2:40pm Anchor

When I said it's not my job to answer the some questions I was talkin about those:

"How do you plan on making the transitions seamless?
How do you plan on dividing up the playerbase so one city doesn't get overcrowded?
How do you plan on working out the player economy?
How do you plan on optimizing performance so that the game can actually run on a computer weaker than a starship enterprise?"
This is the programer's job.

Naqser, you are right, I have to put all the ideas in one place where potential team mates can look. About motivation, I have a lot and I will prove it, I will keep you update with all the work.

Quote:Squared55
We do that because we don't have the resources to make, say... a
dragonball MMORPG. Like I said; it took two weeks to make this! One
enemy! And it's not even textured and animated yet!

What is the difference in modelling that enemy for a horror game or an mmorpg or an adventure? You would have spent 2 weeks to made it anyway. What I am trying to say is that any game you make you will spend the same time for modelling, texturing, programming. The difference in a game it's made by the story.

Edited by: championstefan

May 4 2013, 2:46pm Anchor
Someone wrote:The difference in a game it's made by the story.

If Pac-Man had the story of Mass Effect, would it be Mass Effect?

Someone wrote:"How do you plan on making the transitions seamless?
How do you plan on dividing up the playerbase so one city doesn't get overcrowded?
How do you plan on working out the player economy?
How do you plan on optimizing performance so that the game can actually run on a computer weaker than a starship enterprise?"
This is the programer's job.

No, those are your job, as a designer. How do you plan on hiding load times? How will you make the areas as intertwined as possible? Do you use load screens or what (This is where the experience comes in, so you know what methods you can use)? The economy is 100% on the design front, as you need to make sure everything keeps it's intended value. And, as a designer, you can't ask for stuff that are too difficult/time consuming/impossible.

A designer needs to think of everything: Miyamoto gave Mario a hat because drawing hair was too difficult.

Instead of throwing 10 000 questions at you, let's start with 1.
What happens when an enemy sees a player?

Someone wrote:Naqser, you are right, I have to put all the ideas in one place where potential team mates can look. About motivation, I have a lot and I will prove it, I will keep you update with all the work.

OK, I'm confused. If you have the motivation, than why are you worried that you won't be after a year?

Someone wrote:What is the difference in modelling that enemy for a horror game or an mmorpg or an adventure? You would have spent 2 weeks to made it anyway. What I am trying to say is that any game you make you will spend the same time for modelling, texturing, programming. The difference in a game it's made by the story.

Because an MMO has LOTS of modelling, FAR, FAR more than a horror/adventure game. Each of those new locations will add months, perhaps even years to the development time. Plus, you need tons of advanced coding to compensate for all the issues that come with networking. Then you need money, and lots of it to market the game to a sufficient player base and keep the servers running. There is just SO MUCH WORK that goes into an MMO. That's why you should make a smaller game, because this one will never be finished. Pong is easier than Donkey Kong. Donkey Kong is easier than Doom. Doom is easier than CoD 3, and Cod 3 is easier than Halo 4. You're skipping straight over Pong and Doom and even KotOR, and trying to make SW:TOR, when you hardly (or don't) even know what a for loop or topology are.

Start by making pong. Then move up to a platformer. Once you've made something advanced enough; THEN try and make an MMO. You'll also have a much easier time trying to get a team, as you will have a portfolio. :)

Also, I just want to make sure you know this, before you start dragonball anything (from the copyright thread)

Someone wrote:Take caution:

- DragonBallZ mods. modDB isn't exactly friendly to them here, and there's a crap load of them, and Funimation almost foxed one and that still hasn't scared anyone today.

Edited by: Squared55

May 4 2013, 6:07pm Anchor
championstefan wrote: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.

championstefan wrote:About motivation, I have a lot and I will prove it, I will keep you update with all the work.

No you don't have the motivation, this alone proves it. The first post proves it, if you're not prepared to take a year off from your project to get experience, what do you think will happen when you work on your game when you are forced to gain knowledge about what you do?

You're not going to get anyone to work on this project as it is now, and if you do, they'll lose interest fast as I doubt that you know what they should do.

May 4 2013, 8:45pm Anchor

Why are people even still posting in this troll thread? I thought the OP was 9 years old when I first read this. Now, I'm not so sure... 11 maybe?

Edited by: Tetsuo3

May 5 2013, 12:14am Anchor

This thread should be stickied as a 'how not to ask for help' example.

Edited by: masternerdguy

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May 5 2013, 3:07pm Anchor
Quote:Squared 55
Because an MMO has LOTS of modelling, FAR, FAR more than a horror/adventure game.

That isn't not ture. An example: can you compare Dragonball Online with GTA IV?

I try to say that a game has the power to influnece the society we live in. And you make the games, so instead of working hard for a zombie game (anyway, the market is full of them) why not make a nice one? Furthermore, you discredit my project like I want to make a bad game.

I thought about it and I decided to make an offline game. Now, that I don't problems with networking code and don't need money to keep the servers running, would you like to help at the project?

ind1
ind1 Evil Genius
May 5 2013, 5:00pm Anchor

Squared55 nice work on that model :)

championstefan wrote:would you like to help at the project?

If you really want to do this and your not some sort of a bridge troll do the below:

Step 1 - Improve your English skills
Step 2 - Join a mod team and help them
Step 3 - Gain some managerial experience in the real world where you have to manage real people face to face.
Step 4 - Research the game design document and write one it IS YOUR responsibility to know everything about the game and how it will work and look.

Step 5 - Try your above post again

Good Luck

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May 5 2013, 6:27pm Anchor

championstefan wrote:That isn't not ture. An example: can you compare Dragonball Online with GTA IV?

wat?

championstefan wrote:I try to say that a game has the power to influnece the society we live in. And you make the games, so instead of working hard for a zombie game (anyway, the market is full of them) why not make a nice one? Furthermore, you discredit my project like I want to make a bad game

Again : wat?

championstefan wrote:I thought about it and I decided to make an offline game. Now, that I don't problems with networking code and don't need money to keep the servers running, would you like to help at the project?

This is why you don't ask for help when your only design is "DragonBall game".

I second the idea to post this as how not to ask for help. Hell, don't post anything like this anywhere!

Edited by: lanDog

May 5 2013, 7:25pm Anchor
Someone wrote:
That isn't not ture. An example: can you compare Dragonball Online with GTA IV?

GTA isn't a good choice for a first game either. And I wasn't comparing Dragonball to GTA, I was comparing Slender to GTA.

Someone wrote:And you make the games, so instead of working hard for a zombie game (anyway, the market is full of them) why not make a nice one?

Beauty is in the eye of the beholder. Just because you don't like zombie/fps/rpg/rts/adventure/platformer games doesn't mean another developer/gamer doesn't.

Someone wrote:Furthermore, you discredit my project like I want to make a bad game.

What?

Someone wrote:I thought about it and I decided to make an offline game. Now, that I don't problems with networking code and don't need money to keep the servers running, would you like to help at the project?

So an offline RPG? Still a little ambitious for your first game, but definitely possible with enough dedication. I'm making my own game so I can't help. But, I do have to suggest two things:

1. Download Unity3D (Or UDK/Cryengine, but, IMO, Unity is easier to use). Google some tutorials. Start by making a character move and go from there.
2. Use an original IP, not dragonball. You will have more creative freedom, and won't get sued out of existence.

Someone wrote:Squared55 nice work on that model

Thanks, although all credit goes to the game's artist. :)

Edited by: Squared55

macacos2
macacos2 maps at the speed of a crippled turtle
May 6 2013, 5:04pm Anchor
TerranAmbassador wrote:Not your job? NOT YOUR JOB?!? ARE YOU THE DESIGNER OR NOT?!?!? IS THIS YOUR GAME OR NOT?!?!? [...]

I like you.

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May 10 2013, 9:43am Anchor

TKAzA wrote:
plinkie wrote:Amazing


iQew wrote:
plinkie wrote:Amazing


Indeed amazing on so many levels. Not any good one, though.


figalot wrote:GUYZ ITS TRUE!!11!!111 WE HAVE ALREADY BEEN CONTACTED BY INVESTORS!!11!!!


KurlyWurly wrote:Can't wait to pre-order my copy!


plinkie wrote:
iQew wrote:
plinkie wrote:Amazing


Indeed amazing on so many levels. Not any good one, though.


Sarcasmz!

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?
Try and not keep putting newbies down, were a open community

TerranAmbassador i compliment you on your understanding.

I'm afraid you have to be willing to accept some criticism if you label it as 'best game ever'. I'm still not entirely sure if this is a real attempt at expressing a new idea or just trolling.

masternerdguy wrote:This thread should be stickied as a 'how not to ask for help' example.

Correct.

May 10 2013, 4:28pm Anchor

I express an idea of a game. No trolling.

May 10 2013, 5:13pm Anchor
championstefan wrote:I express an idea of a game. No trolling.

And a lot of people have given you well thought out feedback that you keep ignoring.

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May 11 2013, 10:56am Anchor

Why did you said I am ignoring your opinion?

May 11 2013, 11:17am Anchor

"It's not my job to know that."

Ring a bell?

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May 11 2013, 4:12pm Anchor

Keep the forum post clean please, if you don't want to work at the project or don't have a good advice.

May 11 2013, 5:29pm Anchor

I'm going to lay out these simple steps to follow...

1. Go write up a full design of your game, which in detail outlines all of the mechanics of how it works.
-1. Go learn a skill that will be beneficial to making the game whether it be programming or modelling...actually on second thoughts do this first, then you'll realise how much time and effort it would take to create a full scale 3D RPG.
2. Re-post your idea with thorough explanation on the game from your plan including what you need, how it works and what you offer.

Do that and then this idea can continue. Till then I suggest you just stop.

May 11 2013, 7:21pm Anchor
championstefan wrote:Keep the forum post clean please, if you don't want to work at the project or don't have a good advice.

Are you serious? Really, actually serious? After all the good advice that I, and others, have given you? That you have ignored and dismissed?

KurlyWurly wrote:snip

Don't you know? That's not his job.

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May 11 2013, 8:54pm Anchor
championstefan wrote:Keep the forum post clean please, if you don't want to work at the project or don't have a good advice.

Keep ModDB clean please! I'm really tired of no-talent scrubs on this site trying to get other people (who spent years of their time to become skilled) to work on making the random scrub's dream to come true.

May 12 2013, 12:38pm Anchor
KurlyWurly wrote:I'm going to lay out these simple steps to follow...

1. Go write up a full design of your game, which in detail outlines all of the mechanics of how it works.
-1. Go learn a skill that will be beneficial to making the game whether it be programming or modelling...actually on second thoughts do this first, then you'll realise how much time and effort it would take to create a full scale 3D RPG.
2. Re-post your idea with thorough explanation on the game from your plan including what you need, how it works and what you offer.

Do that and then this idea can continue. Till then I suggest you just stop.


That's exactly what I am doing now, I will come with details after 3 weeks.

Edited by: championstefan

May 13 2013, 8:23am Anchor
championstefan wrote:
KurlyWurly wrote:I'm going to lay out these simple steps to follow...

1. Go write up a full design of your game, which in detail outlines all of the mechanics of how it works.
-1. Go learn a skill that will be beneficial to making the game whether it be programming or modelling...actually on second thoughts do this first, then you'll realise how much time and effort it would take to create a full scale 3D RPG.
2. Re-post your idea with thorough explanation on the game from your plan including what you need, how it works and what you offer.

Do that and then this idea can continue. Till then I suggest you just stop.


That's exactly what I am doing now, I will come with details after 3 weeks.


In three weeks you're going to write a proper game design document while also learning a skill beneficial to making the game?

ind1
ind1 Evil Genius
May 13 2013, 11:22am Anchor

cant wait to see what you come up with

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