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Team Recruitment for a Project

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Kazeon

Hosted Project: EC
Level 34
Joined
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Messages
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Magic Soul ORPG

Genre: oRPG
Player limit: 10
World size: 480x480
Developement Thread

Team:
PositionName
  • Project Leader
  • Systems Coder
  • Spell Coder
  • Terrainer
  • Designer
Dalvengyr
Positions:
- Modeler (0/Unlimited)
  • Doodads modeler
  • Attachment (equipment) modeler
  • Unit modeler & animator
  • Effects modeler
- Artist (0/3)
  • Texture/Skin Artist
  • Terrain/Tile Artist
  • Icon Artist
- Coder (0/3)
  • Spell Coder

 

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Three years sounds a bit much at first if you read it. Maybe this could scare the one or other person.

Also I think it's maybe always good to have a second or third coder, who is ~on same level with you. So they can always give feedback and find possible bugs. This could save a lot of time.
ofc it will have storyline, still undecided yet tho
^If I may suggest you something. Dynamic stories is always cool. Of course there must be a red guide line, but many possibilities always make a game more interesting.

You search a terrainer? Once you know the story, you could add a bit of explaination for the terrainer. If it's more a forest/coast/lava/dust/snow... - envirionment, so people can maybe better imagine if they want to work with it or not.

You finished your FSI? Sounds good point to start with a rpg.

I'm nor a modeler, a designer, or a terrainer.... only wanted give some input. ;)
 
I'd say start looking for members once the core features are implemented. And yes, that means that at the beginning you'll have to work all alone. That's the nature of the matter.

You will get team members later, if the first alpha and beta builds are convincing. Believe me; you don't want user contribution of inexperienced modders anyway, so advertising this before at least an early alpha of the gameplay is out is pretty much pointless.

Working alone for the first part of the map developement will teach you the bite and dedication you need to finish the project alone. And in the end, you will always be alone. Team members will only get you so far. The core work will always be done by the project leader, which means that you basicly have to know about every aspect:
terraining, modelling, scripting. If you lack in one section, go study that. You can ditch the modelling at first and learn about that later, but terraining and scripting are important from the get-go; otherwise you will have to completely makeover your game several times (been there, done that).

If you haven't already, start with a piece of paper. Write down exactly what features you want to have in your game. It helps structuring the map and keeping the content clean of inconsistency. Don't try to have too many features in your map at first. Content trumps features in terms of RPGs.

Avoid spaghetti code and hardcoding things when starting out with the game. Make it as modular as possible. Write registries for every aspect of content. Design your content to be as dynamic as possible.
If you plan with 10 classes at first, make sure you don't base all your systems on those 10 classes. Make sure that with just a few lines of code, you can register a new class to your system without the need to search through the whole map script, etc.. Again, been there, done that.

Btw, starting out with the inventory system is probably not the best approach. You should focus on the core game mechanics at the beginning, those are:
1) creep respawn system
2) hero selection (with placeholder heroes... start with a very low number of classes at first and then expand later)
3) hero progression (write the systems of customization; skill learning, ability learning, you name it)
4) experience and gold gain (you'll probably want a dedicated system for that)
5) a creep AI system (unless you only want to have object editor spells, you will need one)
6) a spellcasting system for better control (you might want to modify the way wc3 spells work, like visual casting time, dynamic mana cost, etc.)
7) writing a custom buff system to make spell coding easier (though I really recommend to use one of the existing libraries)
8) a robust creep camp engine that can not be exploited (the default WC3 AI does not handle this well enough)
9) a robust and easy to manage stat system, depending on what you want to have.

Inventory systems are just graphical stuff and have a much lower priority than this.
 
Level 28
Joined
Oct 28, 2011
Messages
4,759
Its pretty hard to find members if all you have to show is a concept.

You're already a good coder so I highly suggest that you also learn how to terrain and with that you'll not gonna need any members. Its actually a lot faster to work by yourself than to have someone to work with because of a lot of reasons(time, laziness, motivation etc.). You can also work on your project on your own pace because you don't have to wait for someone to upload the map just for you to work on it again.
 
Actually your time estimation is quite right.

You can get pretty far in 1 year, even when working totally alone (depends on the hours of time you put in, though). Within 1 year, you will have like and hour or two of playable content, from my experience.
During this year, your map will change countless times, both in concept and execution. That's because you have to find your style and do numerous testing games with beta testers to receive feedback. It's kind of a trial and error process.

The two years after are just constantly adding content. That's where the tedious part starts and where team members can be helpful. In the first year, all you do is mostly coding and optimizing systems, so there isn't much that other people can contribute.


I know where I was with Gaias after the first year. Basicly all I had done in the first year was the Fjords region in the top right of the map. That's what you can expect with a time pensum of like 2 hours a day.
 

Kazeon

Hosted Project: EC
Level 34
Joined
Oct 12, 2011
Messages
3,449
okay, Magic Soul is the name of this game.
Well, I have done a lot of things but still there is still nothing interesting to be shared..

I have managed not to use default wc3 combat system because it sucks and not friendly for RPG game, so I decided to make my own, the map will be playable for 10 players, actualy I want to make it 12 but it's just senseless since it's just hard today to play with more than 4 players :p

well, anyway Zwei is right, I will start everything with basic systems like combat, char picking, classes & jobs, and the inventory will be worked right after that. Okay, I think I will be less active and be focused on this project.

anyway, I have wrote most concepts at this notepad file (remember it's just concept)

oh and in my plan, this game will supports up to 4 grades of job :3
 

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Level 6
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I already made 4 maps and i think i have enough experince in GUI and Terraining..

But i will join when i played your alpha version and i enjoy it.

Yeah start at small first then make it fun... then if your enjoying playing your game i sure it will survive for many years..
 
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