Posted 05 July 2005 - 12:43 AM
Requirments : A team of 7-15 people that can code, make art , create worlds and edit sounds and get things done. Game engine (real engine or like) commercial
Game as an whole : when a full disclosure is signed I will tell more about this part. with the design of the game in mind, it will not us more the 1 year to get a fully working game = any that is out there right now or in the future.
rewards : self enjoyment of making something very interesting, %xteam+1%royalties for 5 years.
if you would like to talk about this game in detail please list here or contact me
Posted 05 July 2005 - 02:31 AM
Posted 05 July 2005 - 07:41 AM
However, adkinskyle, your post has me intruiged. Do you intened to pay your team as you go, or later on - in the way of royalties. This is important, because many, many more people will be willing to go if they can get financial gain out of this, whether it goes down the path of most indie MMORPGS (ie: faliure) or suceeds.
Lead Designer/Project Manager - White Epsilon
Posted 07 July 2005 - 01:57 PM
Posted 07 July 2005 - 03:36 PM
Don't fall under the mis-conception that you can simply throw more people at the project to shorten the development cycle (see the wonderful book, "The Mythical Man Month"). The only thing adding more people will do is that it might (with great communication) enhance the scope of the project. Obviously you need a sufficiently sized group to start.
Using commercial engines and other technologies will help, but they are never perfect out of the box. Sometimes it is easier to start from scratch than it is to practically remake the engine into something useful. Then again, if your expectations are very low, you can simply cut 50% of your desired feature list... that should help the time table.
I made a very small children's educational game a couple of years ago. It took me one day to make a prototype. It then took about 1.5 years to complete. The devil is in the details, and this was a simple one-man programming gig.
That aside, making an mmorpg has always been in my list of goals. The problem is that I can't personally fund it - so I have to wait for someone else who has both funding and realistic expectations. Rarely does anyone have either of those, and almost never both. <sigh>
Posted 08 July 2005 - 04:15 AM
1) You have no game development experience...
2) For your first whack at a game you want to do is an MMORPG...
3) You expect people to drop every thing and bust their asses on a project that they will most likely get no input on for some guy they've never met under a verbal agreement to get a percentage of the profit...
4) And you want to do all this in a year...
I do this out of the best intentions mind you. If you really want to get into gaming attack the industry at it's weak points. You are not going to make Halo 3 or Everquest 3 with any thing less then a multimillion dollar budget (for god's sake Unreal had a million dollar contest for their game, what does that tell you about the budget they've got). Instead go for the original, the simple yet fun, the colorful. Example: Gish, Alien Hominid, Bejeweled, Book worm... All turned up a buck or two, all made with a tiny staff.
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