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Looking for people to help at the best game ever (Forums : Ideas & Concepts : Looking for people to help at the best game ever) Locked
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Apr 22 2013 Anchor

Hi guys, I am looking forward to make a game. I have the idea of the best Dragon ball game ever, an rpg action adventure but not like any other one. This will be the first and the most played game.

I am asking who would like to be on my team, and together to work at this game. This is a project you can work at in your free time, when you are bored, because there is not a pressure of time.

This is a project starting with no money. When the game will be ready we could get some
money. I wanna prove that with a good idea, no money, but working together, people can make wonderful things.

Everyone interested can send an email at championstefan@ymail.com

Presentation www.youtube.com/watch?v=YDcZsET4QaU&feature=youtu.be. The game will be offline , even if in the video you see the login screen.

I know 3d and a friend is doing 2d.

Looking forward to hearing from you.
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Edited by: betterquests

Apr 24 2013 Anchor

Amazing

Apr 24 2013 Anchor

plinkie wrote: Amazing


Indeed amazing on so many levels. Not any good one, though.

Apr 24 2013 Anchor

A true visionary.

Apr 24 2013 Anchor

GUYZ ITS TRUE!!11!!111 WE HAVE ALREADY BEEN CONTACTED BY INVESTORS!!11!!!

KurlyWurly
KurlyWurly Flying Hamster Studios
Apr 24 2013 Anchor

Can't wait to pre-order my copy!

--

PM me if you're in need of programming work! :)

My Development...
www.flyinghamster.co.uk

Apr 30 2013 Anchor

iQew wrote:

plinkie wrote: Amazing


Indeed amazing on so many levels. Not any good one, though.


Sarcasmz!

Apr 30 2013 Anchor

just Epic

Independent.co.uk

Apr 30 2013 Anchor

Didn't we already go through this and agree that you need to start smaller? No?

Please, for the love of all that is good and righteous in this world, start smaller. MUCH SMALLER. Make a flash, a small arena game, if you absolutely need to make a multiplayer game, anything! You are doing yourself no favors by trying to make an MMO as your first game, and you're definitely not helping your case by appearing so naive.

What, other than your ideas, can you bring to a team? Can you code? Can you make art? Can you write?

You're going after one the hardest, most complex, most expensive games anyone could possibly make. Even if you can make it for free, you'll still need to rent a domain for a website, which can be upwards of a hundred dollars a month, maybe more, as well as servers to host the game, which on the order of several hundred to several thousand dollars a month. This is not something you can get a few random people together and make in a few weeks.

--

I snark, therefore, I am.

Apr 30 2013 Anchor

Do you have any idea how much high end server hardware it takes to run an MMORPG? We're talking hundreds of thousands of dollars to build infrastructure. Better put on a tie and go talk to venture capitalists!

EDIT: Venture capitalists also have this nasty habit of expecting results.

Edited by: masternerdguy

May 2 2013 Anchor

Firstly I know 3d. About the multiplayer, I will see about if will be a multiplayer or an action/adventure offline when the game will be 90% ready. The difference between the two of them will be the gameplay experience, but the world will be the same.

May 2 2013 Anchor

I think we need to make a sticky that must be read before posting in forums. I'm sick of seeing people create new accounts and posting forums post the day of (Like this for example) of really stupid shit.

I would go as far as saying 25% of the last 3 months of post would be stupid "looking for team post" where someone wants others to do all the work or "best idea ever" post.

I think Indie DB/ Mod db needs to make it only accounts of a certain level can post. Its gotten to a point where you cant just ignore them easily as they consistently take up the new post sidebar on the site and its just annoying.

May 2 2013 Anchor

championstefan wrote: Firstly I know 3d. About the multiplayer, I will see about if will be a multiplayer or an action/adventure offline when the game will be 90% ready. The difference between the two of them will be the gameplay experience, but the world will be the same.


The code for an offline action game and an MMO are nowhere near the same. You cant just pick when you are 90% done.

May 2 2013 Anchor

figalot wrote: I think we need to make a sticky that must be read before posting in forums. I'm sick of seeing people create new accounts and posting forums post the day of (Like this for example) of really stupid shit.

I would go as far as saying 25% of the last 3 months of post would be stupid "looking for team post" where someone wants others to do all the work or "best idea ever" post.

I think Indie DB/ Mod db needs to make it only accounts of a certain level can post. Its gotten to a point where you cant just ignore them easily as they consistently take up the new post sidebar on the site and its just annoying.


Don't say bad things about my project. I didn't said that I want others to work at the project and I not do anything,

The code for an offline action game and an MMO are nowhere near the same. You cant just pick when you are 90% done.


I said that the world will be the same, not the code. No problem, because the code for an offline game will be made with the idea that we could change it for an online game.

TKAzA
TKAzA Rightio then...
May 2 2013 Anchor

plinkie wrote: Amazing

iQew wrote:

plinkie wrote: Amazing

Indeed amazing on so many levels. Not any good one, though.

figalot wrote: GUYZ ITS TRUE!!11!!111 WE HAVE ALREADY BEEN CONTACTED BY INVESTORS!!11!!!

KurlyWurly wrote: Can't wait to pre-order my copy!

plinkie wrote:

iQew wrote:
plinkie wrote: Amazing

Indeed amazing on so many levels. Not any good one, though.

Sarcasmz!


These posts are of no help to anyone, yes its fun to jump on the bandwagon and diss a newbie, however think of how that reflects on you?
Try and not keep putting newbies down, were a open community

TerranAmbassador i compliment you on your understanding.

May 2 2013 Anchor

championstefan wrote: Firstly I know 3d.


You know 3D what? Modeling? Texturing? 3D programming? 3D what? I, nor anyone else, should not have to ask that question. What if I were looking to join you?

championstefan wrote: About the multiplayer, I will see about if will be a multiplayer or an action/adventure offline when the game will be 90% ready. The difference between the two of them will be the gameplay experience, but the world will be the same.


You can't do that. I'll be the first to admit that I'm no expert, but whether a game is single- or multiplayer completely changes how it works and how it has to be built, and adding a "massively" in front of that multiplayer changes it yet again. You need to pick one or the other. I'm serious, it's a fundamental thing. It has to be taken into account and designed around from the beginning. 90% the way to completion is way, WAY too late to change something like that, 20%, even, might be too late; simply because games are complex, fickle, inter-connected beasts. If you change one thing, it has a butterfly effect that can potentially break the entire game.

You're still not doing yourself any favors here. If anything, you're showing that you're most definitely NOT ready to take on a project of any amount of scope or difficulty.

You want my advice? Shelve your idea. Go download Gamemaker and make a few simple games or join an already existing team and help work on their game(s). Get a few months experience, preferably a year or more. Then come back and take another look at this.

--

I snark, therefore, I am.

May 2 2013 Anchor

I'm going to write a good simple explanation of single vs multiplayer and why you have to decide to start making multiplayer from day 0.

I'm not trying to be condescending but I think this will be helpful.

In a single player game you can code it however you want. Any bizarre off the wall, deficient, just plain dumb architecture you can imagine works fine. This is because there is just 1 PC running 1 instance of 1 application. Everything, the geometry for levels, the AI routines for NPCs, the rendering code, it's all running on the same machine. This makes single player games extremely easy to write.

Multiplayer is much harder. You have to make a distinction between what is client side and server side. In a typical multiplayer game you have a server and clients. The server is running things like AI routines, collission testing (except in crappy FPSes), relaying of chat between players, managing game sessions and keeping everyone who is connected in sync. The server reads input from the clients, does some logic, and pushes output back to them.

The clients of multiplayer games are typically minimalistic. They basically send and recieve packets from the server and draw what the universe should look like based on the packets they've been receiving. Ever been rubber banded in an FPS? That happens when the client you're using and the server desync and the server keeps telling the client you're back at some position, but the client lets you move a little between updates. In multiplayer it is all about communication.

I'd go so far as to say that in a multiplayer game you want near 0 logic on the client side and the server should be doing the work, ideally.

The issue with taking some single player game that's near completion and just "adding multiplayer" is that you'll need to rewrite fundamental components of your game to make it work. You'd basically be restarting your development from day 1 doing boiler plate changes that are both boring and complicated. Games are complex entities and they don't like having their insides rearranged, trust me.

Hopefully I cleared something up, if anyone wants to add to this please do!

EDIT: Wanted to add that in single player you only have 1 program running, but in multiplayer the client and server are usually 2 totally different programs written from different code bases. If you agree on a communication scheme you could have 2 totally different teams implement the client and server!

EDIT2: And building an massively (BLANK) game requires extensive knowledge of computer science. The straight forward and simple approaches are too slow or limited to handle thousands of players, so you need to have a solid background in ideas such as load balancing, parallel processes, inter process communication, and writing a physics engine that can handle variations in the rate time passes, since time slows down in the game the more people are connected. Not to mention managing connects and disconnects for thousands of clients. You'll also want to implement some kind of anti-cheat system that is going to make all this far more complex.

Edited by: masternerdguy

May 3 2013 Anchor

Thankyou for your concern about this project. TerranAmbassador , I know modelling and texturing. I understand now the difference between multiplayer and singleplayer. I chose the multiplayer because the idea of this game was built on multiplayer. I want to be a combination between wow, gta and counterstrike(teamplay against bots).
I know this is a huge project, but my idea is to build 40% of it , make a trailer so that the people can understand the idea and maybe we will get the atention of big game companies. The game uses IP, that's why the trailer needs to be very good in order to get help from a game company instead of a cease.

May 3 2013 Anchor

Your first objective should be to create a Game Design Document - Without this your ideas will run away with themselves and you will never get anything done.

May 3 2013 Anchor

ok, I will search what that is because I dont know :)

May 3 2013 Anchor

I'm sure this is a troll thread.

May 3 2013 Anchor

Hanlon's razor ambershee. Never assume malice where simple stupidity (or, in this case, naivete) will suffice.

championstefan wrote: ok, I will search what that is because I dont know :)


All the more reason to shelve this idea for the time being. You need to find an already-existing project and try to join the team working on that. You need to work on that for a few months (a year or more would be better) and get experience. I'm not going to lie: your chances of even getting a team together right now, with the sheer naivete you've displayed here, are next to 0.

--

I snark, therefore, I am.

May 4 2013 Anchor

I dont need to know what that is, because I put some ideas in the video. About joining an already-existing project and returning after a year. Do you think after a year I will have the motivation I have now? No. About "get experience", I dont want to have the knowledge about how to make the game all alone, because there is no one who can do that even if he know how. I said I will work on the 3d and I asked for help at guys who may have experince or not.

May 4 2013 Anchor

Even if you did manage to convince people to work on your game, you can't just say "Make a Desert," and hand them one screen shot from the TV show. You need to flesh out your ideas.

Take, for example, your "GTA city".

What does GTA city mean?
How will you get around the city?
How will you enter the city?
How do you plan on making the transitions seamless?
How do you plan on dividing up the playerbase so one city doesn't get overcrowded?
Will you be able to interact with NPC's?
Will you be able to talk to NPC's?
Will there be branching dialogue choices?
What happens of someone attacks you while you're talking to an NPC?
What if someone attacks an NPC while you're talking to it?
What if an NPC is killed?
How do you plan on working out the player economy?
How do you plan on optimizing performance so that the game can actually run on a computer weaker than a starship enterprise?
And so on and so forth to item #5487.

As for it being impossible to make a game by yourself, that doesn't mean you can't
A) Get started
B) Know how it works, so you don't start trying to do impossible things
C) Understand how difficult it is, and realize that people won't expend their time and effort to make your dream game when they already have ideas of their own.
D) Understand how long it takes. It takes my game's artist about 2 weeks to make just one character.

As suggested earlier, it would really be a good idea to download Unity or gamemaker, and make a simple platformer. Or a super-simple zombie fps.

Edited by: ANumberSquared

May 4 2013 Anchor

I know most answers to all that questions. I don't need to know all of them because it is not my job.
I start to model buildings. I know it is very difficult and it takes a lot of time and because of that I don't want to work at other project.
Did you realize how many good ideas don't concrete and we see just horror games just because a lot of guys work on projects of people with noob ideas but a lot of skill at making games?

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