#115510 - JJGamer123456 - Tue Jan 16, 2007 9:05 pm
I am currently making a GBA Pokemon RPG game called PokeQuest.
The story is when an evil pokemon name King Mew(a Mewtwo) destory a city, Pikachu( the main hero) manage to escape, but is seperated from his family. He walk around the desert and gets attacked by Sperows. Just when it was the end, a Pidgeotto saved him. He was actully from a rescue base called PokeQuest. He flys Pikachu over there and he soon became a PokeAgent. As Pikachu, you go on different missions, find friends, and defeat many enemies.
I've got the whole story made and how the game will go, but I have a hard time getting started. All I have completed is the title. It would be great if I had some help. I really need some:
Programmers (I can be one of them)
Map designers
Sprite maker
People to help make music and sounds
people who can help me write the script
I have some programming experence(except with programming sounds) and this is my first real game.
If you are interested or have any questions, Please post me a message or E-mail.
Last edited by JJGamer123456 on Wed Jan 17, 2007 5:12 am; edited 1 time in total
#115514 - keldon - Tue Jan 16, 2007 9:30 pm
For your first game an rpg is not the way to go!
#115516 - tepples - Tue Jan 16, 2007 10:10 pm
And what will make your game better than Nintendo's Pok?mon Mystery Dungeon games? Even if it is homebrew, you still need a hook to attract players.
_________________
-- Where is he?
-- Who?
-- You know, the human.
-- I think he moved to Tilwick.
#115517 - gauauu - Tue Jan 16, 2007 10:14 pm
I think we need to add something to the FAQ:
I have this awesome game idea. Can somebody help me make it?
Short answer: probably not.
Long answer: unless you:
1. have something detailed to show and offer (a detailed and compelling design doc, part of the game engine functional, another game you've done to show that you can complete a project, etc)
OR
2. can pay people to do it
Then nobody is going to jump on board with your project.
#115560 - JJGamer123456 - Wed Jan 17, 2007 5:07 am
Thank you for your questions so far. I know that doing a rpg might be hard, but I think I can do it and I have do some rpg related programs. The things that I will make that could be better than Pokemon Mystery Dungeon games is that it will have a better story and have a well written script. The game will also have a interesting battle system as well. As for the design docs, I will work on it and have it ready in a few weeks, along with a demo of the battle system.
Like I said, if you have more question, just ask.
#115577 - keldon - Wed Jan 17, 2007 9:06 am
I don't think you are listening; RPG projects are hard full stop. It takes a professional team months to get anywhere. Walk before you try running for marathons!
#115677 - PhoenixSoft - Thu Jan 18, 2007 10:33 am
Not to mention that coders who do have the experience will be put off by the blatant copyright infringement. Nintendo enforces their legal rights strongly. Companies like LucasArts, however, have said that they don't mind fans creating non-profit additions to the Star Wars universe (George himself actually said this).
These are the kinds of things you should have researched first if you want to attract a large enough team.
#115828 - JJGamer123456 - Fri Jan 19, 2007 12:54 pm
I see where your coming from about the licenceing thing. I thing I'm going to stop making that game. I was thinking about another game to make. It's a DS Action/Strategy game. I 'll make a design document of this game as well. Will I have a better of chance have a team then?
#115832 - keldon - Fri Jan 19, 2007 1:06 pm
What experience,training or knowledge do you have about software team management? Having a team is helpful for personal growth of the individuals involved, so maybe you can find a team of like minded 'newcomer programmers' interested in games development. Rather than working on something big, all just work on achieving small goals, such as tetris clones; or one person could investigate sound and music. Within a year you will be in a position where you could be entering games competitions and getting good places from your entries!
#120351 - RegalSin - Sat Mar 03, 2007 3:09 am
I will help out with background scenery.
I will also help out with concept.
I will try to do sprites also Just tell me how many dimensions it has to be in.
I have not made any myself.
I am not a programmer I am more like "The Artist"
Personally A fan made pokemon game is a idea I have still spinning in my head.
While people disagree. A Fanmade game is a great start towards creating your own game. Like I might have ideas or situations for various characters unlike the Zelda: Honey I shrunk Link but then again there is so many ideas.
_________________
Graphics Design Major currently enrolled in CUNY for a start in art world. A figure artist who can create people, babies, Aliens, animals, cowboys, beasties, warriors, cyborgs, monsters. I am limited by tools, refrence materials that is provided.
#120459 - sgeos - Sat Mar 03, 2007 10:51 pm
Many professional studios don't bother with RPG based on ROI alone. The problem with RPGs is the sheer amount of time it takes to make them- ten experienced people might be able to pull of an RPG in ten months, assuming that everything goes right. Ten people, some of them experienced could probably pull off a standard RPG in 18 months. Ambitious RPG projects can take 30 people from 3 to 5 years, and you can push the time/effort higher than that if you want to.
All of those figures are for full time paid employees. Less people will take longer. Part time will take longer. Unpaid people will probably either be unskilled or lose interest- either way the project takes longer. If you are efficient and can do everything by yourself, you could probably complete an RPG in 6 to 10 years, alone.
I'd be curious to see your time estimate for each aspect of the game. If you have a clever workload reduction strategy, you might be able to make something in 3 months with 3 people, but it certainly won't be on the level of Final Fantasy VI.
-Brendan
#120507 - RegalSin - Sun Mar 04, 2007 6:26 am
sgeos wrote: |
but it certainly won't be on the level of Final Fantasy VI.
-Brendan |
FFVI was more towards looking good rather then being better a Final Fantasy.
A more heavly programed game is Tales Of Phatasia or Mother. Then Wonder Project J is also a consideration with Dragon Quest which barely had anybody on it.
If you say things like we need a billion dollar production to get somewhere you are wrong. All you need a programmer, a artist, and a sound musician and presto instant game.
In fact you don't even need a musician or sound person programming is the key element in game creating.
Just because somebody has a degree does not make them a professional in anything. A professional is just somebody who has done work in there field and is highly respect threw there activities.
If you look into past history most respected game developers did things that had to barely do with the game creating process.
_________________
Graphics Design Major currently enrolled in CUNY for a start in art world. A figure artist who can create people, babies, Aliens, animals, cowboys, beasties, warriors, cyborgs, monsters. I am limited by tools, refrence materials that is provided.
#120515 - keldon - Sun Mar 04, 2007 9:10 am
Do not speak the gospel if you are not capable of doing so. Unless you are qualified to disagree (and don't feel obliged to take offence) then don't disagree.
A professional is actually someone who does their work as their profession. A semi professional is someone who is paid money for their work (and therefore is not amateur) but for whom the work is not their full time job. An amateur does not get paid for their work!!!
But again it is not wise to speak the gospel when you are not qualified to do so.
#120530 - sgeos - Sun Mar 04, 2007 1:34 pm
RegalSin wrote: |
FFVI was more towards looking good rather then being better a Final Fantasy. |
This is a content issue. It had a mature RPG system from a technical standpoint. You could make anything, even an RPG about surfing monkeys, using that engine if you really wanted to.
My point is this- if you want to compete with FFVI, you are looking at investing a lot of time. If you want to beat FFVI, even more time.
RegalSin wrote: |
A more heavly programed game is Tales Of Phatasia or Mother. |
I am not convinced that this is true. I don't know anything about any of these code bases. I do know that given either of them as a template, you could basically make any other pseudo standard RPG. To a greater extent, the content makes a game good or bad, not the engine. The engine requires a guy with "mad" skills. Content takes time/money to produce. Scripted events are the worst of both worlds; they are expense to make.
RegalSin wrote: |
Then Wonder Project J is also a consideration with Dragon Quest which barely had anybody on it. |
What was the credit count for DQV or DQVI? WPJ struck me as a multimedia toy, although it does meet the definition of a game.
RegalSin wrote: |
If you say things like we need a billion dollar production to get somewhere you are wrong. |
It depends on what you want to make. A 1,000,000,000 budget gives you a team of 4,000 people for 5 years at 50,000 a year (it will shrink a little after taxes/benfits/social security). I think you could make a commercial OS with a team/budget like that. (Even 1,000,000,000 will run out. I hope games never get that expensive to make.)
RegalSin wrote: |
All you need a programmer, a artist, and a sound musician and presto instant game. |
I disagree with "instant". It depends on the scope of your game. It depends on how long you can keep people from getting bored.
You need content. Content will not make itself; it takes time to make. Amazing things take 1000s or 10,000s or 100,000s of hours to make. Those hours can be paid or free, but either way you are looking at a time budget. Either way you are looking at people going crazy with dev tools for days, weeks or months depending on the scope of your project.
Quote: |
In fact you don't even need a musician or sound person programming is the key element in game creating. |
I disagree. Depending on the genre, getting content designed is the key element. If you have 1 super pretty well programmed stage, that is a tech demo.
Quote: |
Just because somebody has a degree does not make them a professional in anything. |
Agree. There are plenty of people with degrees that never make a profession out of what they studied. Indeed, there are not really enough skilled labor jobs to go around. This is neither here nor there.
Quote: |
A professional is just somebody who has done work in there field and is highly respect threw there activities. |
Disagree. A professional is one who makes a profession out of something.
Quote: |
If you look into past history most respected game developers did things that had to barely do with the game creating process. |
This pertains to more than just games. I don't think it is especially relevant.
-Brendan
#120537 - tepples - Sun Mar 04, 2007 2:44 pm
sgeos wrote: |
Quote: | In fact you don't even need a musician or sound person programming is the key element in game creating. |
I disagree. Depending on the genre, getting content designed is the key element. If you have 1 super pretty well programmed stage, that is a tech demo. |
But the problem with the homebrew scene lately is that there aren't even enough good tech demos. What a lot of artists who post in this forum appear to want is a tech demo that they can reskin and expand into a game.
_________________
-- Where is he?
-- Who?
-- You know, the human.
-- I think he moved to Tilwick.
#120540 - sgeos - Sun Mar 04, 2007 3:29 pm
tepples wrote: |
But the problem with the homebrew scene lately is that there aren't even enough good tech demos. |
Everyone qualified person willing to relocate is getting hired?
tepples wrote: |
What a lot of artists who post in this forum appear to want is a tech demo that they can reskin and expand into a game. |
This behavior should be encouraged.
-Brendan
#120571 - RegalSin - Sun Mar 04, 2007 7:12 pm
keldon it will be my business and even if I am not qualified to do so or not paid. If I could care less then I would but I do.
Quote: |
This is a content issue. It had a mature RPG system from a technical standpoint. You could make anything, even an RPG about surfing monkeys, using that engine if you really wanted to.
|
It had such a mature RPG system yet they choose not to animate the background in the battles?
To be continued....
_________________
Graphics Design Major currently enrolled in CUNY for a start in art world. A figure artist who can create people, babies, Aliens, animals, cowboys, beasties, warriors, cyborgs, monsters. I am limited by tools, refrence materials that is provided.
#120601 - sgeos - Sun Mar 04, 2007 11:28 pm
RegalSin wrote: |
keldon it will be my business and even if I am not qualified to do so or not paid. If I could care less then I would but I do. |
Schooling is not one of the requirements for flying your own company. Contacts are good. You need a lot of business sense, and money helps too. You can issue shares for money, but you will need to be able to persuade investors to buy them. I don't know much about LLCs. (I believe that Bill Gates "dropped out" of university to focus on Microsoft.)
Quote: |
It had such a mature RPG system yet they choose not to animate the background in the battles? |
Yes. If they had really wanted animated backgrounds, they could have pulled it off. It looks like a budget/space issue to me. Commercial RPGs without animated backgrounds are still being released today.
Animated backgrounds, like anything animated, need frames to be drawn. Animation cycles need to be made. Someone needs to do the lay out. The encoding will be a little more complicated. The ROM will be bigger. All of these things take time and effort. If they are an option, simple palette animation and scanline animation will be cheaper to implement. None of these things make an RPG "better" as such, but they will make it "prettier".
Back on topic, if you want drawn animated backgrounds in your homebrew RPG, you are looking at a very long or expensive project. I don't see this project getting finished if it is a first attempt at a game/RPG. Feature creep kills projects. To have a chance at finishing, you'll need to strip features, not submit to feature creep.
-Brendan
#120776 - gauauu - Tue Mar 06, 2007 1:21 am
sgeos wrote: |
tepples wrote: | What a lot of artists who post in this forum appear to want is a tech demo that they can reskin and expand into a game. |
This behavior should be encouraged. |
I agree entirely. I love writing game engines. I hate turning a tech demo into a game. (The engine for my game Anguna took a little over a year, but I've spent a whole 'nuther year and a half trying to turn it into a "real game")
But I know there are plenty of people that enjoy that part...it's just hard getting that connection.
#120777 - sgeos - Tue Mar 06, 2007 1:28 am
gauauu wrote: |
But I know there are plenty of people that enjoy that part...it's just hard getting that connection. |
This is the hardest part of indie development. People program, people make stages, people make art, people make music, people like to test beta products. Connecting all of those people, getting them interested in the same thing, keeping them interested in the same thing... this is very difficult. Big companies can do it because they throw money at everyone.
-Brendan
#120784 - keldon - Tue Mar 06, 2007 2:09 am
There are ways, we just need to use our understanding of why it does not work to make it work. You need a glue, a strong coordinator, and the right people to coordinate. If you plan for your people to belong to the group for 3 months then maybe you will notice that having the appropriate documentation, designs and contracts in place and well documented.
Every team management model is built upon the premise that your team is constant; and very few (if any) account for work not being completed. I posted a link to an article about worse is better; maybe that is part of the answer. Begin with a small project; when that is completed the goal is to then document it; then the next stage is to build the next version, then document that. Like the waterfall cycle, but note that without a documentation stage nothing can mutate from that state (or something of that nature). It somehow seems like I am saying nothing new.
There is theory on peoples short term attention in hourly terms, and short term behaviour in the first year of work. Initially there is a probation period where people are trying to see how this new job works with their real life, how this affects their commitments and availability. When you first enter a project you may find that until there is movement there is little commitment, so then when movement occurs you don't have as much time as you pre-empted. Maybe you soon find that the commitment is beyond that which you can maintain; a good coordinator will need to know not just where the project is but where his/her people are in life.
#120794 - sgeos - Tue Mar 06, 2007 3:35 am
keldon wrote: |
You need a glue, a strong coordinator, and the right people to coordinate. |
This person needs to be able to communicate with everyone involved.
keldon wrote: |
Every team management model is built upon the premise that your team is constant; and very few (if any) account for work not being completed. |
This is a huge mistake that most projects make. Even if we ignore the fact that people are flakey and strange, accidents do happen- anyone can be hit a car. After you lose a person, what happens to your project? There is no correct answer for all projects.
keldon wrote: |
Begin with a small project; when that is completed the goal is to then document it; then the next stage is to build the next version, then document that. |
I think that iterative design and implementation is a very good thing.
Quote: |
There is theory on peoples short term attention in hourly terms, and short term behaviour in the first year of work. |
For multiple reasons, pledges are also easier to give than real commitment.
-Brendan