Open positions
#1
Posted 31 January 2005 - 03:02 PM
thank you.
gamerman98
#2
Posted 31 January 2005 - 04:05 PM
The eternal optimist
Ed Mack :P
#3
Posted 31 January 2005 - 04:36 PM
#4
Posted 31 January 2005 - 09:26 PM
(BTW, a MMORPG does not count as 'nothing too big' :D )
#5
Posted 31 January 2005 - 09:29 PM
P.S. To me a game is just a game, is said its not too big cause its not the one thing that my life revolves around. my game is just a hobby.
#6
Posted 31 January 2005 - 10:08 PM
#7
Posted 03 February 2005 - 02:46 PM
#8
Posted 03 February 2005 - 03:13 PM

It will all be ok gamerman, it'll all be ok..
-Limb
#9
Posted 03 February 2005 - 03:24 PM
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who exactly are you planning to hire then ?
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please give me quote where i mentioned your or my programming skills. i just told you that, when there are a dozen mmo threads per weak on this board, it's unlikely that anybody will go for vague desciptions. stop behaving like a child, get your idea straight and then come back
#10
Posted 03 February 2005 - 03:25 PM
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who told you ?
#11
Posted 03 February 2005 - 03:53 PM
Through time we've become a bit hardened to MMORPG requests, as they come through so often, most with little planning or real plans to ensure they get anywhere, and I don't really try to put a happy face on it all; I am sorry if you consider me tactless.
Have a look over these articles:
http://www.devmaster...uilding-mmorpg/
http://www.devmaster.net/articles/mmorpg-p...ortem/part1.php
#12
Posted 03 February 2005 - 03:56 PM
#13
Posted 03 February 2005 - 04:02 PM
#14
Posted 03 February 2005 - 05:06 PM
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C'mon... let him in on the truth.
*The Truth*
Of course we're superior to you. Instead of sitting in our basement wishing we could talk intelligent people into making games for us, most of us have spent years learning what actually goes into making games. Some of us are at the beginning of that road, while others are enjoying the fruits of success - but we're at least learning / researching / exploring / doing. You could too... but until you write the story and actually investigate how to make your dream a reality, all you will be doing is wishing you could talk intelligent people into making your game for you.
Nothing prevents intelligent people from following their own dreams. Show some initiative - go to college, read a programming book or two, write a couple programs on your own, etc. Become intelligent enough that other intelligent people *want* to be on your team.
I still remember being asked by a "friend" to program his game for $6.25 an hour with no royalties and no creative input (payable upon receipt of the millions he would inevitably get). He was certain that the story was the hardest thing to write and that I should be honored to put it to code. Laughable. Of course I'm superior to that.
So in summary, anyone who knows that they should do their homework before soliciting programming assistance, anyone who realizes that they need to work *hard* for their dreams, anyone who has spent any time in front of a computer programming anything - is superior to you in every respect (at least as far as making a game is concerned).
#15
Posted 25 February 2005 - 02:59 PM
#16
Posted 25 February 2005 - 04:45 PM
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...To me a game is just a game, is said its not too big cause its not the one thing that my life revolves around. my game is just a hobby.
Uh oh, I dunno if you know what you're getting into... Writing a mmorpg WILL become something that your life will revolve around.
Oh, and 'Hi' I'm Dookie. I call myself that because I hardly consider myself 'leet'. I really am a hobby programmer, and I'm married and don't live in a basement (unless you count that time when I rented that dilapidated adobe - yeesh!), and I own a profitable contract with a top-10 medical industry company. I've never written a program that can make toast; heck, I don't even know how to write multiplayer code yet! I'm a self-taught C++ programmer that's been coding games for about a year, and I'm almost done with my first game engine.
You're prolly wondering where I'm going with this... Well, my first game engine has been the emphasis of that entire YEAR of hobby coding time. And I spend a lot of time on it, just ask my wife ('When are you going to get off that friggin' computer!? It's two in the morning!'). Granted, I'm not the fastest coder in the world but I may be the most nit-picky (EVERY bug found WILL be fixed). However, my game engine is only a basic DirectX quad renderer that receives basic input from the mouse and keyboard, and the sound system is a simple DirectMusic interface. I imagine I have another six months or so before I figure out WinSock enough to get some network or online multiplayer code working, and probably a couple more years before I can get it to make toast. As far as my experience goes, you're going to be hitting the books and surfing the forums for a looong time while you get your mmorpg going... You're suggesting taking on a much bigger project than I think you realize - your life WILL revolve around this project. Are you really ready for it?
As far as getting a team together, what I'd do in your case is this:
- Line out your mmorpg basics. You may have a tough time getting a team together if you don't know roughly what you want your game to do. What basic story do you want players to follow? Is it going to be a persistent world for everyone, or is each player going to be playing an 'instanced' game? Is it going to be a fantasy (magic and monsters) game, or a sci-fi (robots and spaceships) game, or a superhero game? Write out some storyboards, and play around with design ideas until you get a general idea of how you want your game world / game characters / character abilities to be.
- Figure out what roles your teammates will fill. You can't be expected to do everything, so figure out what each of your teammates will do while you fulfill your own role in this project. Who's going to do art? Who'll do modelling? How about a coder? Or a few coders? Who's going to finalize the storyline? Who will continue the story after the persistent world is set up? Who will host game servers? Who will provide or have the bandwidth to support a mmorpg game server? Who will administer the network hardware while lamers try to hack or crash your servers?
Teamwork and communication are paramount when it comes to keeping a team together, so try to choose a team that is in a timezone that's compatible with everyone else (so you all can share ideas at the same time). How will you communicate with all of your teammates? How will you share assets and ideas with your team?
- Experiment with the code. If you're going to be the head programmer, you need to play around with basic code (not the BASIC language, 'the basics' of your game code in C++ or your language of choice). Have you written anything that resembles how you visualize your mmorpg game to look? Is your game going to be in 3D? Or is it going to be 2D? Have you ever gotten something to communicate over your home network (a simple game or a home-made chat program)? How about the internet? If you have, how many people could use that program successfully at the same time? Did your 'net bandwidth support that many people without lagging too much?
- Assume you're going to be the first and last person on your team. I tried the whole 'team' thing on a mod I wrote a couple of years ago... I can't tell you how much trouble I had keeping that thing together! One person tried to steal too much credit for the mod (by taking my name off it and replacing it with his own), and when I told him to stop it he left the team and spread as much slander as possible to turn people away from my modding project. The rest of the team eventually lost interest in the project, because the initial coding is interesting and exciting (new things to do in the game) but the debugging is BORING (playing the same thing over and over and over again). Because of the slander and lack of interest, I dropped a three year project... Over eight gigs of code and mod assets are on a couple of DVD's in my closet.
If I'd assumed from the start that I was going to be the only one working on the project all the way through, then I probably would have finished that mod. Since I didn't, though, I let myself get depressed by the waning interest in the project by the rest of the team and I let that lamer get to me a little too much.
Arm yourself with the knowledge that you most likely will be the only one starting and the only one finishing your game (unless you put some teammates on a payroll, I suppose :wink: ).
You've got a rough, long road ahead of you... It'll be tough at times, but if you know what to expect then it will be both a fun and satisfying journey. Arm yourself with the right expectations and you will end up with an awesome mmorpg! Good luck getting your team together, I really hope you can find a group of buddies that will stick it out to the end. And I wish you the best of luck on your game! :)
#17
Posted 25 February 2005 - 11:02 PM
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i have one
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i have one
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i life under the roof in the apartment i pay all by myself
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i didn't
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huh... never done that but it sounds like a cool idea for my apartment... especially in the mornings... maybe i'll add a coffee machine controler
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really ? good for you ! i told you from the beginning that you just needed to sell your idea differently. let me know when your project actually gets anywhere (we have a screenshot section for game projects) or post the url once you have one.
but seriously ? is there an interesting person behind your childish blabla accusations ? you know what... if you think you can get this, done fine ! i wish you the best ! but then be a productive member of this community and write a few pages about every stage of your project as it progresses and publish it as an article on this site and let others draw from your experience
#18
Posted 06 March 2005 - 11:05 PM
#19
Posted 07 March 2005 - 01:32 AM
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