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Finding a Team

noooway edited this page Aug 23, 2017 · 8 revisions
  1. Where to look for people.
    Lots of places. The most obvious are the devlogs if you have started them at this point. Otherwise: reddit, devianart, etc.

  2. Choosing right people.
    After you post your announcement on forum you'll start to receive proposals. There are going to be several of them and you'll have to decide which one is best for you. Practice shows, that it is critical to find people who you are comfortable to work with. Who think in similar terms that you do. The best way to understand that is to agree on a small test task for symbolic compensation. You'll get a chance to interact and see if you can come to a mutual understanding of the project needs. In practice it means that apart from budget on your project you also need a budget for choosing right people for you. It takes 3 or 4 attempts. Keep that in mind.

  3. Artists are not game designers.
    When speaking to artist it's necessary to clearly state what game elements should present on the screen. What is important and what is not.
    E.g. for the arkanoid, there is a ball, a platform, a bricks area, left, right, top walls, a bottom part of the screen where the ball is lost. Those are must. Besides, you need some way to display remaining lives, and possible score. Those are secondary. It's possible to create a side panel to hold score and lives, but it will end up mostly empty. Is it really necessary then? If the artist can come up with a good idea, you can use it. The important idea is: before speaking to artist you need to understand in advance as clearly as possible what game elements you'll need.

  4. Stages of interaction with artist.
    Typically it's something like
        1. Several rough drafts and concepts
        2. Further development of a concept
        3. Towards final quality
    Instead of detalization, ask artist to draw concepts. Insist on postponing detalization until you have drafts for majority of your game elements.

  5. Ask for budget estimate.
    Artists tend to underestimate the amount of work necessary to finish even a simple game. Keep a table of game elements you'll need to implement [example] and on each stage of interaction with an artist ask him to give an estimate for a budget necessary to get his concept to finished state. If his estimate severely outgrows the amount of money you are willing to spend on the game, discard the concept and choose a more simple one.

    Home
    Acknowledgements
    Todo

Chapter 1: Prototype

  1. The Ball, The Brick, The Platform
  2. Game Objects as Lua Tables
  3. Bricks and Walls
  4. Detecting Collisions
  5. Resolving Collisions
  6. Levels

    Appendix A: Storing Levels as Strings
    Appendix B: Optimized Collision Detection (draft)

Chapter 2: General Code Structure

  1. Splitting Code into Several Files
  2. Loading Levels from Files
  3. Straightforward Gamestates
  4. Advanced Gamestates
  5. Basic Tiles
  6. Different Brick Types
  7. Basic Sound
  8. Game Over

    Appendix C: Stricter Modules (draft)
    Appendix D-1: Intro to Classes (draft)
    Appendix D-2: Chapter 2 Using Classes.

Chapter 3 (deprecated): Details

  1. Improved Ball Rebounds
  2. Ball Launch From Platform (Two Objects Moving Together)
  3. Mouse Controls
  4. Spawning Bonuses
  5. Bonus Effects
  6. Glue Bonus
  7. Add New Ball Bonus
  8. Life and Next Level Bonuses
  9. Random Bonuses
  10. Menu Buttons
  11. Wall Tiles
  12. Side Panel
  13. Score
  14. Fonts
  15. More Sounds
  16. Final Screen
  17. Packaging

    Appendix D: GUI Layouts
    Appendix E: Love-release and Love.js

Beyond Programming:

  1. Game Design
  2. Minimal Marketing (draft)
  3. Finding a Team (draft)

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