• Register

This member has provided no bio about themself...

Comment History
Setlsam
Setlsam - - 2 comments @ Warzone DEV

Marth8880 Agreed.

X3J I suggest starting with figuring out what a general high level project goal for the entire project would be -- for example, if you want to release to the public, then you would need to drop the idea of doing a StarWars IP, and probably think more about releasing via Steam (especially since I have a game on steam and could help out with that process). Even if you don't plan on making profits, Steam is a good target because it's relatively easy to release to (consoles are WAY harder because Sony and Microsoft have their own QA standards and QA teams that the game has to go through, and that's not even considering licensing, etc). In this case, "release a fully playable and polished game on Steam" is a pretty good project goal (though it's just an example).

Once a high level project goal has been established, then the team has something to work toward -- and every member of the team needs to be involved in creating that goal. If your team isn't on board with the goal, they aren't on board with the game, and the project will eventually fall apart. So this is a super important step!

Good karma+2 votes
Setlsam
Setlsam - - 2 comments @ Warzone DEV

+1, without proper planning, you're pigeon-holing yourself which limits your options later and also makes more work for the producers, designers, artists, AND programmers.

I know everyone's excited to jump in and start building content, but if your project is going to succeed, it's necessary to set up your process first (which is why Marth asked me to help advise the project).

What "process" means exactly is something to elaborate on as we go -- probably once you guys have a proper communications channel set up somewhere (discord or something).

Good karma+2 votes