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Recruiting a Team to work on indie project | Locked | |
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Jan 11 2011 Anchor | ||
The project i am working on is for a game named [M.O.D.S] (Mechanized Offense-Defense Soldiers]. The game takes place in a world where the military is using Mechs to take over the world. The main character is orphaned and is adopted by a mechanic. Once the mechanic notices the childs aptitude in engineering, he is asked to develop his own mech and fight in battles to upgrade his mech and eventually defeat the tyrants running the military. The main character lost his home, and his childhood to the military and is intent on preventing it from happening around other areas of the world. The Current team is a few friends of mine. We have a concept artist, for weapons, scenery, and Armor design for the mechs. Team Members we NEED are as follows
Preferred software:
Payment will be upon Sales after production. currently we have a $0 budget. Target Platforms: Playstation 3, Xbox 360 (extra content will be sold on PSN, XboxLive) Documentation will be provided to those who join the team, such as game design documents, concept artwork, and other files. Marc Therieau - Game Designer (MODS Dev Team) |
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Jan 11 2011 Anchor | ||
Hi Marc, The games sounds very interesting. I'd like to throw my lot in for the music category. I am a composer and can probably write up and record anything you're looking for. I should have new samples up online sometime today. -Jeremy |
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Jan 11 2011 Anchor | ||
Jeremy, I look forward to hearing your samples. Notify me when you have them up. -Marc |
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Jan 11 2011 Anchor | ||
how do you intend to get production rights to the consoles and a distributer? |
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Jan 11 2011 Anchor | ||
Hey, I am a coder, please tell me the scripting language you want to use in Order to see if I can deliver some scripting. |
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Jan 11 2011 Anchor | |
I've just realised how much has been written so far without there being the slightest hint of a genre. In the absence of a solid clue, I'm going to hope that (via an obscure and long-unused custom in the armed forces of this world), the right to lead can be claimed in a dance-battle. I have visions of choreographed mechs moving in time to tunes both martial and romantic. It is a truly magnificent vision! Their ability to supply their own pyrotechnics for the performance is the icing on the cake -- "lets say Portal is a puzzle game, so its a rehash of Tetris" |
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Jan 11 2011 Anchor | |
I lol'ed |
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Jan 11 2011 Anchor | |
Or indeed develop for those platforms. Without a programmer, no less? I have to admit, I'm a little worried about the capability of the team based on their current blog posts.. |
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Jan 11 2011 Anchor | ||
Hi Marc, you can use this link until my domain is once again operational. Thanks |
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Jan 12 2011 Anchor | ||
To answer everyone's questions The Mechs will use guns/swords/hand weapons/ explosives, etc. to fight to the death. The main reason that music is so important in this game is because every battle needs music right? maybe there will be an MP3 Player(style) function in the game allowing the user to play either music department created music, or select one of the files from their device. Licensing can be purchased from Sony and Xbox360 via their companies websites most likely. If not, it will have to be a PC game...which I'm not too thrilled about Though it will make it easier for development The MODSDJ website wasn't worked on very much. The skinner for the website never got to it. It wasn't too public and got almost no reputation so the morale of the current team went down dramatically. Ive been working on a bit of 3D modeling and mostly on the actual design document for the game so that everyone knows what needs to be done. I don't think my expectations to be too high for people to work on the game. My vision of the game comes out from a lot of the game description, which potential recruits can see, as it is a growing document nothing is certain. The basic outline of the game is finished, the battle functions, GUI, Objectives, Traveling hasn't been completed. I am currently working on developing the characters down to a more personal level. Everyone should know that this game is still in an infantile stage and requires quite a lot of growth and tweaking before it gets done. All i ask is for a dedicated team to share my vision and help me complete the game so that others can experience it as well. Marc Therieau - MODS Development Team |
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Jan 12 2011 Anchor | |
It can't. You also need specialist hardware and you have to be a company with registered offices and plenty of funding. |
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Jan 12 2011 Anchor | ||
this doesn't sound very realistic. you're going need some serious funding to develop on those platforms. Also, you're too loose on your platform of choice, it makes me question how solid your vision really is. A pc game has potential room for flexibility, a console game needs to be set in stone. sorry pal, do the research and we'll talk again. I suggest taking a look at the majority pitches that go around these forums so you don't make the same mistakes. |
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Jan 12 2011 Anchor | |
Im afraid DeLaConcha is right. Also, devkits are EXPENSIVE - especially if you are a small indie company. Edited by: Nightshade |
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Jan 12 2011 Anchor | ||
I have run into the same problem with this, but I found a site that gave me information on submitting to XBox Live Indie A subscription to this site gives you: Xbox 360
Windows Phone
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Jan 12 2011 Anchor | |
What gamemakerchick said. As far as an indie title is concerned, Publishing on MS's LIVE arcade isnt so farfetched. However, publishing retail definitely is. It is far more than a licensing issue more than it is related to you personally as a well known publisher. Same goes for a legitimate UE3 license. Just because you have money does not immediately give you access to their platforms or technology. Other than that, another "Join me" thread has been successfully derailed by the elite. Where did my popcorn go?? D: |
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Jan 12 2011 Anchor | ||
Nobody seems to understand that i am completely new at the process of being a game designer, and though I've asked around and looked all over the place, i never gotten much help with it. I'm trying my best to become the best i can be. Did everyone forget what it was like to be a beginner? or did they just hear all this elitist crap when they were starting out so they decide to haze... I wonder. But anyways; if anyone wants to take this seriously and give me some sort of help inbox me instead of posting on this thread. I feel everyone is taking advantage of getting all this extra publicity by sounding elitist so they can be "chosen" by higher paying companies. Negative and unhelpful or discouraging comments aren't welcome on my thread. If you are going give constructive criticism and information on how to correct my mistake or improve my plans, then have at it and post. |
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Jan 12 2011 Anchor | |
Start with a mod, or even better yet, start by joining an exisiting mod or indie team. Watch and learn from the leaders of those groups to find the good and bad of how to produce a game. Jumping into leadership is not the best of ideas, considering it does not only effect you, but a lot of other peoples time. I know the idea of making your own game and getting paid for it sounds amazing, and it can happen one day, but you have to put in your dues first. Good luck. -- Mist of Stagnation - A FPS/RTS based in a Steampunk world, built in DX11 with the UDK. |
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Jan 13 2011 Anchor | |
Well at least marc knew he is a beginner, and I think he just need to spent some time learning from other experiences specialist. -- ===================Signature====================== |
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Jan 13 2011 Anchor | |
Everyone is very aware that you're new to the game, but you also need to be aware that this isn't the way you're going to 'get help'. You're effectively asking people to work on a project that's likely doomed from the start. To put things in perspective, imagine a guy who wants to learn to architect bridges. He has no experience with this whatsoever, and contacts a group of engineers with whom he intends to work. What do you think the response from the engineers will be? Will they jump at the opportunity to work on a bridge designed by someone who has no experience architecting bridges? How successful do you realistically believe such a project would be even if they did? Now let's move onto considering where a successful bridge architect comes from. Did he one day suddenly decide he wants to design bridges? Quite possibly - but that doesn't mean that on that very day he went out into the world and started doing it there and then. That architect probably spent considerable time improving his own knowledge, either through self-teaching from the available resources, or (more likely in the case of an architect than a game developer) through spending time at a college or university. With some basic knowledge in place, they probably went on and joined an architecture firm - right at the bottom of the pecking order. They then probably worked on quite a few different projects at varying levels, whilst they learnt the trade from those who came before them - before finally one day reaching the point where they became an actual bridge architect at the top of the pile. It will have taken years of hard work, learning the discipline and practical application of their skills. Games are a lot like bridges. Developing games is an engineering process that requires working with a lot of different disciplines. The person who sits at the top of the job hierarchy and does the real design work is there because they have the experience and knowledge that allows them to understand how the architecture of that game comes together, and how all those disciplines are involved in that process. That person understands this because they have come through from working in one or more of those lower level positions themselves. People here aren't hazing you, they're trying to drum some sense of reality into you. You can either try to learn the trade and work your way to understanding top-level game design and project management practices, or you can carry on trying to throw your briges together and hoping it doesn't collapse - and take a whole load of people with you who have invested their personal time into it, only to get nothing out of it at all.
Take yourself seriously and question why you're actually getting these responses. No hiring company is reading this thread, and this is the games industry; 'higher paying companies' practically don't exist. |
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Jan 13 2011 Anchor | |
I remember what it was like - I spent hours and hours every day reading, learning and doing things to see how they work. I left a pile of abandoned prototypes behind me on the way - but that's cool, because they were solo efforts. It was my time, not somebody elses. If there's anything I get harsh about it's this - learn and make your newbie mistakes on your time, not other peoples time. Those mistakes have to happen to get better, but you don't have to drag other people through it with you. Alternatively, you could try and find others at the same stage to share the learning process with, but with a few bits of advice. First is to be up-front and honest that it's a learning project that's nigh guaranteed to either fail or evolve beyond recognition. Second is to keep it simple - if it's guaranteed to fail or change, don't write pages and pages of useless grand plans. Last but most important - don't be surprised if nobody joins you. There aren't that many people out there making games, so the chances of finding people who are at the learning stage and interested in sharing the process is pretty slim. If you get more than two people who stick for more than a few weeks on a learning project you are doing extremely well. In short, I see more value in telling people what they need to hear than lieing to them and telling them everything is going to work out fine. So I honestly hope you do well, and would love to congratulate you for finishing your first project! If you decide it's too much effort though, and just give up, I won't lose any sleep over it -- "lets say Portal is a puzzle game, so its a rehash of Tetris" |
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Jan 13 2011 Anchor | |
Yeah don't get demoralized by the feedback - feedback is EVERYTHING in the business of game development.
You show very high ambitions I would say - and that's a good thing to have. But we are telling you that your plan is too big and that you need to think this through a bit more. We might sound elitist - as you put it - but we are telling you this from experience. Edited by: Nightshade |
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Jan 13 2011 Anchor | ||
Looks interesting... -- -Hope you dont mind the russian accent- |
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Jan 13 2011 Anchor | ||
Thank you guys for your help. I realize that I've bit off more than i can chew and will continue learning all i can about the game industry and creating games as well. If anyone would like to give me more help and let me know more of what goes into it then it would help me grow as a designer, and give me more perspective on how to develop my current skill set. I will keep this project open as a learning experience for myself and those who are already working on it. Marc Therieau (MODS Dev Team) |
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Jan 13 2011 Anchor | |
It would be easier to help (at least for me who isn't a designer) if you wrote a little about what you've learned so far - skills and software. -Understanding of Game Design Documents (GDD's) and how to write one Some books you can buy and read: That's what I have to say for now Edited by: Nightshade |
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