Start off on your own, you dont need a team to make a start. Get a solid idea of what you want to do , and write it down, then start expanding on it, if you are scetchy about how some parts will work thats ok, you can come back to it. As soon as you know enough to start a demo youre set to do some coding. If you can get…
You say you can code so my suggestion would be to get a prototype up and running. Ideas don't often excite people to action (too many projects like this - "I have an idea! I just need a team..."), but running demos DO. Take the initiative to show people that you're serious...
Hi everyone, How can one with a great idea can make something out of it ? And by something I DO NOT mean money. I DO mean though, seriously, how can one turn this idea into a project by gathering talented artists and producing something "community created" ? I suppose this question has been asked trillions of times since…
I think you miss understood what I was saying, I was commenting on the concept of a single bible document that contains everything. This is just simply not very practical and for the start of a project very unproductive. I 'personally' believe a game should has little documentation 'as needed' and was by no means…
make a good design document/website/concepts and they will come... people get excited by good ideas that have content. it shows that the person making it actually cares about their idea and isn't like "hmmm maybe thisll be cool idk lolz"
Slightly off topic but I would recommend watching this in relation to the 'open' and 'closed' modes of creativity. I personally think its important to understand if your going to make a game as a team. [ame=" https://www.youtube.com/watch?v=VShmtsLhkQg"]John Cleese on Creativity - YouTube[/ame]
I agree, and i was just commenting on the importance of it so its not overlooked. Some people find it easy to say you'll get to it at the end of the project or... as long as i have my notes it'll be ok. But as you say. Being organized is part of it. Also... without proper organization comes bad management, and you fall…
The game I'm working on has a 12 gig documentation folder, there is a doc that has a general overview of the whole game and other documents for all the systems, quests, etc... Having a whole team design a game can also be called design by committee, which is why there is so much bland crap out there, no clarity of vision.…
I have always worked under the philosophy that a game should have as little documentation as possible, you have to question the true purpose of it. Generally the only purpose of documentation is to communicate the rules of certain aspects of the game to multiple developers. Always question the purpose of anything you…