Hello again every one!
Last time we talked about making a
proof of concept before we touched a computer. This allowed people to
test and play your game and work out some early kinks. If you missed
out on that go ahead and read that post. It will help you prepare for
this one. Go ahead, I'll wait.
…..
All set? Excellent, lets move onto the
next big challenge that myself and many other devs face; Finding a
team of dedicated developers to make your game come to life! This
topic gets me a bit excited as it is a difficult task that feels like
you are climbing a never ending mountain, but once you reach the
summit all that hard work really pays off and you feel ever more
ready for the next summit!
First things first – produce as much
stuff as possible!
No one wants to invest time and energy
in a project unless they can see they're get something out of it. You
have a job because you know you'll get paid. You go to school because
you know you'll get an education that will benefit you in the long
run. You join a dev team because you can see the value in the
product.
Many of you probably want to join
Bethesda, or Rockstar or what have you; Because you have seen what
they can create. They may have even inspired you to strike out on
your own and start your game. But you probably wouldn't care much
about any of these places if they just came up to you and said
something along the lines of “Hey dude, I wanna make this huge open
world game that has tons of monsters and guns and towns where the
player travels around trying to put together a broken world! But I
currently don't have any assets or art to show you and I haven't
programmed any of it, so you can't play it yet.”
You would probably laugh and move onto
the next help wanted add. Those of you who do stay will quickly
realize just how much work and rework will be needed all with little
guidance or reward.
Same goes for every one looking at your
help wanted ads. No one will invest their time if you haven't even
invested your time. And I mean a ton of your time. You'll need to
climb most of this mountain on your own, I'm sorry to say. But no one
will care about your project until you prove yourself and it's merit.
Alright, alright, enough with the sad
llama. I get I need something to show, but what do I need? The long
and short of it is everything. I did say this is a seemingly never
ending mountain after all! But let me break this down.
Artists, this is for you –
programmers, you're next.
Artists, you'll need character designs.
Character turn arounds, sprite sheets or models (you know, depending
on if you are making a 2D or 3D game – obviously). Create your
menu's and GUI as well. Now here's the big thing. Since you are an
artists and not a programmer the best way to show off your game is to
animate it. Yes, you'll fake the game play and everything. Got a
computer game that requires a cursor? Better be animating that into
your 'trailer' too. You'll need to show any given programmer that is
interested in helping you exactly how the game will operate and why.
This animation you'll be making is
essentially a trailer and a tutorial. You'll be teaching programmers
and the various other members of your future team how the game works.
You'll show as much aspects of the game as possible – everything if
you can. This video should be easy to understand and lay out as much
info as possible. The more confused the programmer is the more
unlikely they are to help you.
To give you an idea here is a first
draft of what I made for Fleet Calamity. In this video I'm trying to
teach some one who has never played the game how to make it function
and how it generally should look. Take a gander here:
https://www.youtube.com/watch?v=XrR_ta-L27I
Now the programmers turn!
Programmers, you'll need to produce
your GUI and menu's- even if it is just temporary art or simple
boxes. Something that shows the look and feel of how one would
navigate through the menus. In addition and more importantly you'll
need to actually produce an Alpha (or better) version of your game.
Characters and environment can be sparse and made of blocks and
random shapes or stand in art. But an artist needs to be able to jump
into the game and play it to see what it is you're trying to
accomplish. This version of the game should be easy to access and set
up without any programming experience. The more time some one else
has to put into just getting your game to work the less interested
they are in helping you.
Are you a programmer and an artist?
Then you should be doing all of the above.
Start with your strength and boost your
confidence, then move onto the harder stuff.
I suggest starting out by mocking up an
Alpha build. Get the basics in there and see who bites. As you are
searching for people keep buffing up your video/game until you
absolutely can't go any further alone.
Sure enough people will still have
questions about your product but they will be much more concise, such
as 'Ok, I saw you opened that menu, but can I open a second one as
well' and/or 'were you going for a more noir atmosphere or just dark
and dingy?' - you know, more about making sure they understand the
full idea. They should never be asking 'so what is it about?' or 'why
am I [the player] doing this?' Those questions should be answered
just by watching and/or playing your video/game.
This will be the largest hurdle thus
far. You'll be working alone, only getting feed back from what you
share on social media and from testing your physical prototype.
This will be a real test of how much do you want this game.
With
Fleet Calamity I spent about a year working 2-5 hours a day nearly
every day before I got that first draft of a video. I made 80+ models
all of which are textured, menus, and GUI. I also tested frequently
and updated my GDD as I went along. I also created over 400 cards,
made business documents, financial documents and marketing documents.
I did ask for help through out, but no one lasted more than a week.
It was only recently that I found a programmer that stayed on for a
couple of months, but he left as life got in the way. I am now again
looking for a programmer, but I'm further up the mountain than I was
before and my resolve has been honed and refined ever more as I made
my climb.
I believe you can make your dream game,
but the road will be long and unforgiving. If you stick with it
you'll reach a reward that very few others have obtained. Also, as a
side note. Start small! Don't make a huge open world game as your
first game. That kind of scope is too big to chew. Start small and
build up to that awesomely huge game!
But all of this is just scratching the
surface. There is much more, such as connecting with communities,
where to look for help and joining game jams. I feel I should break
this up into a two-parter as these posts are getting long and I'm
sure you don't want to spend hours reading.
Next time I'll discuss connecting with
your peers and getting yourself out there. In the mean time please
feel free to leave comments and give your opinion about this topic.
Also I'm open to suggestions for future topics!
Hope to hear from ya.
Take care everyone!
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