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#21
Re: Demos, why?
Posted on: 2011/2/19 4:24
VUE(xpert)
Joined 2007/10/27
Sweden
417 Posts
ContributorLong Time User (11 Years) 40+ Game Ratings
Quote:
That will make the game end up NOT getting finished, unless it was for commercial purposes. Managing a team and a project properly is still more difficult than going off and making a game on your own.


Just start a game then when you did maybe at most 20% of the game you ask someone else to make another 5% of the game and he then asks someone else and so on
Just doesnt seem so hard in my eyes but then what do I know^^
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#22
Re: Demos, why?
Posted on: 2011/2/19 7:55
Virtual Freak
Joined 2009/6/22
USA
54 Posts
Long Time User (10 Years)
Quote:

akumie wrote:
Quote:
That will make the game end up NOT getting finished, unless it was for commercial purposes. Managing a team and a project properly is still more difficult than going off and making a game on your own.


Just start a game then when you did maybe at most 20% of the game you ask someone else to make another 5% of the game and he then asks someone else and so on
Just doesnt seem so hard in my eyes but then what do I know^^


I don't know anything about making games but I have done online group projects where they get handed around and I can tell you they can be pretty hard to coordinate. I used to be really big into the X-plane flight simulator and made tons of aircraft for it and did a number of joint projects. They weren't easy to do, I always knew exactly what I wanted out of it but it was hard to convey it to the person working with me. Then again I did have one that came out way better then expected due explicitly to the added help, in fact someone stuck my plane model on the wiki page for said plane which I've always thought was pretty cool. Yup thats my baby. Wish they had chosen a better angle, it looks way simpler then it is from that one.
http://en.wikipedia.org/wiki/Aurora_%28aircraft%29
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#23
Re: Demos, why?
Posted on: 2011/2/20 0:48
VUE(xpert)
Joined 2007/10/27
Sweden
417 Posts
ContributorLong Time User (11 Years) 40+ Game Ratings
Like I said the point is to finish games not to make them 100% the way the person who started the game wanted it but that doesnt mean if a game gets handed around some people will only do 0.5% instead of 5%+ of the game


Anyways atleast I am happy there are many fun homebrew games/demos and that the 23rd vb game got released :)

I am hoping to fix my vb tomorrow after a year being broken so then when I get to play on hardware and not emulators I might once again love the vb like I did in the past
After all many homebrew demos like vb racing, castle of doom, gosub3D... are still big enough to give me 20+ min gameplay/demo and thats still good :)
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#24
Re: Demos, why?
Posted on: 2011/2/20 22:02
VUE(xpert)
Joined 2010/2/15
Netherlands
250 Posts
Long Time User (9 Years)
Quote:

akumie wrote:
Quote:
That will make the game end up NOT getting finished, unless it was for commercial purposes. Managing a team and a project properly is still more difficult than going off and making a game on your own.


Just start a game then when you did maybe at most 20% of the game you ask someone else to make another 5% of the game and he then asks someone else and so on
Just doesnt seem so hard in my eyes but then what do I know^^

That last part rings especially true. Just ain't that easy. ;)
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