My pet peeve: nested quotes (or quoting the post right before yours).
The only consolation I have is that it looks like a four-sided pyramid seen from the top. And that's not much of a consolation.
EDIT: Now I can also have the hope that page three will not contain any of this madness. Let's see how soon that hope is broken.
I don't want a real job - Part 1.
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zanzer7 wrote:My pet peeve: nested quotes (or quoting the post right before yours).
The only consolation I have is that it looks like a four-sided pyramid seen from the top. And that's not much of a consolation.
EDIT: Now I can also have the hope that page three will not contain any of this madness. Let's see how soon that hope is broken.
QFT
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I'm going to try to save this thread, useless as it may be.
I am aware of the challenges of making a game myself, especially with multiple people. Sure, having two people can double the amount you can get done, but this is a best-case scenario that only seems to happen when there is things that both need to get done. Me and a friend are using Scratch to make a game, this does not offer much exposure. Fortunately, tools exist to fix this problem, and once the game is finished, we can release. Don't go to promise anyone who is interested ANYTHING unless you have something to show. Release a demo or a work-in-progress, but make sure to build it bottom-up, not left to right. You don't want a half-working demo that fails in half of the DEMO functions. The key is to start small, as said previously, but you have to double check everything, too. Before you release, make a checklist. Make proof-of-concepts for features you don't know would work with your language before you integrate it. Not only can you remove other factors in the testing of that aspect, but you learn, too. Finally, you have to want to fix things. You can't do things perfectly every time. There are some moments that make you feel like quitting, but you have to use the resources you have to fix every problem. Don't expect an instant hit, you can't do that on your first try. With that said, you can't jump straight to things, go step-by-step, even if that means putting your idea on hold for a while. In my experience, it is always worth it.
I am aware of the challenges of making a game myself, especially with multiple people. Sure, having two people can double the amount you can get done, but this is a best-case scenario that only seems to happen when there is things that both need to get done. Me and a friend are using Scratch to make a game, this does not offer much exposure. Fortunately, tools exist to fix this problem, and once the game is finished, we can release. Don't go to promise anyone who is interested ANYTHING unless you have something to show. Release a demo or a work-in-progress, but make sure to build it bottom-up, not left to right. You don't want a half-working demo that fails in half of the DEMO functions. The key is to start small, as said previously, but you have to double check everything, too. Before you release, make a checklist. Make proof-of-concepts for features you don't know would work with your language before you integrate it. Not only can you remove other factors in the testing of that aspect, but you learn, too. Finally, you have to want to fix things. You can't do things perfectly every time. There are some moments that make you feel like quitting, but you have to use the resources you have to fix every problem. Don't expect an instant hit, you can't do that on your first try. With that said, you can't jump straight to things, go step-by-step, even if that means putting your idea on hold for a while. In my experience, it is always worth it.
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In my limited experience in game development, I have learned a few things.
I am a coder. Not the best coder in the world, but I have worked on mods and some other small projects. So, oftentimes people try to recruit me for some project or other.
I found it's really easy to tell if it will ever go anywhere. First, ask them if they have a development system (Subversion, mantis, etc), a concept, what game engine they are going to use, and what is going to be fun and unique about the game.
If they answer false to any of those, they probably are not going to make it.
That last point is sometimes hard to understand, so let me explain. If you think up a game where you shoot aliens in this huge spaceship because of blah blah blah, and you have these cool guns that do blah blah blah, that's great. Tell me what is fun about it, how it is played, what will draw players in.
That's my advice.
I am a coder. Not the best coder in the world, but I have worked on mods and some other small projects. So, oftentimes people try to recruit me for some project or other.
I found it's really easy to tell if it will ever go anywhere. First, ask them if they have a development system (Subversion, mantis, etc), a concept, what game engine they are going to use, and what is going to be fun and unique about the game.
If they answer false to any of those, they probably are not going to make it.
That last point is sometimes hard to understand, so let me explain. If you think up a game where you shoot aliens in this huge spaceship because of blah blah blah, and you have these cool guns that do blah blah blah, that's great. Tell me what is fun about it, how it is played, what will draw players in.
That's my advice.
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