TEAM MISCELLANIUM... CARE TO JOIN/HELP?

Posts

Pages: 1
ABOUT

“Miscellanium” (fusion of “Miscellaneous” + “Millenium”) is a game that has elements and situations similar to the “Infinity” series by Nicholas Schaer (http://rpgmaker.net/users/Nick/). For games like these, you are given the option to actually just be yourself; sure, we may not be able to provide you with characters/avatars that represent exactly how you look in real life nor are we able to provide you with every single option possible in real life… but for what it is worth, we are doing what we can with what we got.

“Miscellanium” takes you into many elements of many RPGs (role playing games), consisting of many eras and generations that will often throw you into unexpected situations. Whether you battling enemies in the future, enemies in the past, or even enemies of the present; “Miscellanium” brings you a world where almost anything is possible.

But, due to the limitations of being financially unstable; there is only so much “reality” that I can put into this “fantasy”. Many questions will be asked, many people will be met, and many people may just end up joining in to make this game one of the most “free” and “open” games ever created.

Although there is only so much we can provide and only so much space we have for this game, we will give you as much as we possibly can; allowing you to access both parts of reality as well as parts of fantasy. From anything to battling cowboys in the Wild Wild West, or even facing off with aliens and their UFOs; I/we will hopefully expand the gaming world to a whole new idea.

With both present, past, and future elements; you will be able to experience “life” and “death” as it happens. You will be able to experience the hardships of life itself and all the problems that we encounter throughout our years.

In this game, I/we am/are hoping to achieve not the impossible; but I/we am/are hoping to find the true feelings that hide within us and why we choose to deny or allow them. With elements of “simulation”, “RPG”, and “puzzle”; you will be giving many choices to decide, but only one of them will lead you to what is known as “the good life”.

Here are some things I/we am/are hoping to achieve in the process of this game:

-Steal items, equipment, and money from NPCs + enemies
-Master powerful spells and skills to help you on your way
-Make almost every single NPC able to be killed and/or battled
-Implement past, present, and futuristic elements
-Pick up unnecessary items (such as cups, books, etc.)
-Sell specific items in specific shops and stores
-Team up with at least 5 or more NPCs (or even play the entire game solo)
-Battle enemies by touching them (or battle them freely)
-Train enemy monsters to be part of your team
-Implement “reality” as well as “fantasy” elements
-Allow players to “release” or “remove” teammates
-Allow players to choose attacking order (regardless of Agility and other elements)
-Implement “realistic” death and “fantasy” death (meaning die permanently or die temporarily)
-Implement the idea of “relationships” (such as marriage, dating, friendship, etc.)
-Create a turn based battle system (or possibly make it so you can battle freely)
-Allow players to control various types of vehicles (ships, planes, cars, etc.)
-Make sure this game DOESN’T need to be installed at all (make it so people can put the game on their flash drive)

This game will be designed as soon as possible, but with the right kind of people helping out; this game may take approximately 1 week to 1 year (maybe even more if other team members aren’t doing their job like they’re supposed to).

Not all additions or elements will be added into the game, but I/we will try to do my/our best at expanding the game into both elements of “fantasy” and elements of “reality”.

Other additions might be:

-Paying bills on bought homes or vehicles
-Going to jail/prison for committing crimes (such as murder, etc.)
-Death from diseases, poisons, starvation, dehydration, etc.
-Jobs, missions, events, etc.
-Farming, mining, etc.

At the moment, I/we am/are out of ideas for additions to implement into this game; but with the help of the RPGmaker community as well as the help of the staff, a game like this could be possible… and could exceed far into even being on a game system such as Xbox 360 or PS3 (and so on).

CREW
The crew will consist of anywhere from 5-50 people all working together to make something like this or exactly like this possible. We/I will need people to handle the following:

-Scripts & Animation of battles (attacking, stealing, etc.)
-Animation of buildings & character movement (doors opening, windows closing, walking, running, etc.)
-Animations of movable objects (opening chests, cars, ships, etc.)
-Opening menu animation
-Credit animation
-Proper placement of music and sounds
-Proper placement of attack animations

Pretty much, anyone who can do animation in these games would highly be appreciated if you would join.

Long story short, I am not really “talented” when it comes to animation nor do I really know much about building a game; I’ve kind of been a shut-in my entire life… so overall, I am only going to be handling this:

-Damage calculations
-Dialogue/Dialog
-Character & Location names
-Item, equipment, and object names

Pretty much, I will be naming everything and speaking for everyone who talks in the game; as well as naming all the weapons and armor/armour, and anything else that needs to be named or spoken for.

Otherwise, I leave all the detailing, animation, and artwork up to you guys.

I/We am/are currently looking for a combination between past, present, and future… so bear with me/us on this, and hopefully this game will be something to look forwards to. Heck, it may even be commercialized if enough people really enjoyed the demo.

Most (if not all) of the game will be done using the “RPGmaker VX Ace Lite” program and if other programs are compatible with it; then other changes will be made as the game continues further.


-----That is all I have at this time, more information will be coming as soon as I figure everything else out.


(NOTE: Technical difficulties, the editing process didn't edit it for some reason)
You're not going to gather 50 people to collaborate together on a project for free with a creator that has done nothing to establish any credibility whatsoever. Everyone here is already working on their own project, I doubt they would have time or motivation to work on somebody else's, especially on something this grandiose.

Here's what you do:
Learn how to use RPGMaker. Start small and make a sample game. That'll give you an idea of how to do basic animations, and battle scripts, and everything else involved in making a game. There are some pretty great graphics and music pieces floating around, so you don't even need to make them yourself. Being a shut-in is not an excuse. At all. Don't be lazy.

If you don't know how to do something, learn it. It'll take some time to sink in, but everyone starts somewhere. Just keep plugging away at it.
author=yukipo
If you don't know how to do something, learn it.
^ This~ Lol, for instance I recently wanted to become better at spriting so I looked around for some tutorials; found dozens of 'em. I also wanted to at least "try" delving into learning Ruby, but my god can it give a newbie a brain-fuck! xD (Learn Ruby the Hard Way..ugh. x-x)

But, yeah to be honest you're better off working on a project by yourself, since a lot of us are busy the majority of the time whether it be real life stuff or RPG Maker~ You can always ask for help if needed though. :)
Let me guess, you posted stuff and people criticized it so you removed it all and now your discouraged? Better used to the fact that people often have something negative to say about what you're doing. Especially on the internet. But in this case, what they said is true. You just didn't know yet. Although, sometimes someone will join even though most of us won't. It's worth trying to find that one person.

Now that your OP is empty, nobody can possibly join.
author=Link_2112
Let me guess, you posted stuff and people criticized it so you removed it all and now your discouraged? Better used to the fact that people often have something negative to say about what you're doing. Especially on the internet. But in this case, what they said is true. You just didn't know yet. Although, sometimes someone will join even though most of us won't. It's worth trying to find that one person.

Now that your OP is empty, nobody can possibly join.


To be quite honest Link_2112, I don't know anything about the program; let alone how the program works, I can barely even find a tutorial that tells me what to do or how to do it.

So I am more or less what many can call a "noob" at this... in many ways, I am more of an "idealist" or whatever the word is. I am great when it comes to thinking up stories, plots, dialogue/dialog, characters, and weapon names (as well as spells and such)... but I am bad when it comes to design and layout.

So far, the only website I found that made a somewhat decent tutorial on how the program works is:

http://www.rpgmakerweb.com/support/tutorial/rpg-maker-vx-ace

But sadly, I still cannot figure out how to do the "battle test" or anything... it continues to say that my attacks didn't do anything or don't even exist... so it's more or less leaving me going "O_O WTF DO I DO TO MAKE IT WORK?!?!"

Heck, there are a bunch of things I'm trying to learn all at once; but because I also have people yelling at me at home, it's kind of like "seriously, I'm trying to do something I enjoy and instead I listen to you whine and complain."

But no seriously, if anything; if anyone wants to join or whatever... that'd be appreciated, or at least someone can find me a much better tutorial than the one I found, cause I can't figure out a freaking thing. I am just absolutely LOST on this whole program, and I can't figure out how 99.9% of it works.

So far I know how to create classes, create weapons, create magic... but I don't know how to make them work or anything like that.
author=Mr_Detective
I don't think he's coming back...


Sorry, technical difficulties... internet decided to shut down on me as I was editing my post from scratch.
author=Sana
author=yukipo
If you don't know how to do something, learn it.
^ This~ Lol, for instance I recently wanted to become better at spriting so I looked around for some tutorials; found dozens of 'em. I also wanted to at least "try" delving into learning Ruby, but my god can it give a newbie a brain-fuck! xD (Learn Ruby the Hard Way..ugh. x-x)

But, yeah to be honest you're better off working on a project by yourself, since a lot of us are busy the majority of the time whether it be real life stuff or RPG Maker~ You can always ask for help if needed though. :)


Yeah, I figure it's best I work alone; at least until I have the basic framework of the game designed... that way I don't have to bother anyone to do my work for me.
SunflowerGames
The most beautiful user on RMN!
13323

Is it me or am I seeing a lot of threads like this recently?
there's an important rule of thumb when it comes to leading a team -- you need to know at least a little of everything. there are two simple reasons for this: for one, you need to be able to tell good work and bad work apart, and for another you need to be able to tell a team member what needs to be changed in terms they can understand. a basic understanding of music terminology (and music theory, ideally) is a very good thing to have when discussing with your musician what changes need to be made to a song, etc.

starting out on your own is a very good idea from where you currently are. if I'm right, you've just picked up the program, so you're still learning what its capabilities are and how much time and effort it takes to do certain things. these are bot really super important things to know if you're going to be asking anyone for anything.

it also makes your requests for help seem much more attractive when you have a prototype to show off! that way, there's a little more assurance that the project is actually going to be completed.
It's great that you're enthused about starting a project and getting a community feel together but you have to understand that people aren't likely to follow someone they don't know, especially if they've not seen proof of their abilities.

The best thing I can recommend you do is work on a small project to show what you can do. That way you can sell your skills - and let me tell you now, as someone who has 'led' a group of people in a project, you need to have at least some skill in all the parts that need doing. Why? Because if someone drops out, or does something wrong or something breaks unexpectedly you need to know how to fix it.

You're the one in charge, so you need to at least have intermediary knowledge of how to do everything in case you need to fix something. And things will go wrong. You'll get confused by the way someone codes something when trying to make it all fit together, or someone didn't read the instructions properly or use the right graphics, or the sounds will be too loud or too soft, or the maps will be the wrong size, the graphics will have clashing names, the characters and story won't mesh... and you will have to be the one to take it all in hand, put it back together and polish it off.

And to do that you need the skills.

I'll try to find an answer I wrote to another thread a while ago about this - it was full of a lot of advice.

Found it!
If you want to take the short-cut route - and let me tell you, it's not much of a shortcut, but hey! it's freer than paying someone to work for you - try making smaller games, helping others out with their projects, doing some of the small community contests and learning what you can. You'll get your name out there and if people know you they'll feel better about helping you.

Of course this can backfire quite a bit if you don't have the better connection that getting to know others over a longer period will give you. Of course, just because you are close friends with others doesn't mean that you'll get a finished product out of all of your work. Some people don't like taking orders and like to be in charge, some may disappear for a time and others may just not care as much as you do about the project you're creating or create problems among the team. Sometime things just go wrong and you're left with a project that you can't finish because you don't know how to do whatever the other person was doing.

This is why it's important to cultivate your own skills.

Your skills are your selling point when it comes to creating a team, and the more skills you have (or more skilled you are in one area), the more likely it is that others will take you seriously enough to consider aiding you.

It's not just mapping, spriting or scripting, either. There's music and sound, the other graphical areas (like battlers, faces, resource management and menu design), story/plot/character development/script-writing and gameplay.

Of these the written areas are the least wanted, whilst the graphical and (in the case of XP and VX) script side of things are the most valued. Mapping and sound tend to fall between, depending on the game, though music can sometimes be just as sought after as graphics. This means that you'll find a lot of people who are willing to write the story for you, but not as many that will do the full soundtrack or create original graphics - especially when they have no reason to believe that you will actually release the game, as they don't know you or your track record.

The graphics and scripting/systems are the tangible things that people can see and are usually the first thing a person looks for when they check out a project. It's what gets people excited for a project and actually look at the story. Sometimes people will overlook this if they know the person who is making the game (for example, I would play anything made by Lysander, Kentona, Strangeluv, Legion, etc... because I know that I've enjoyed their previous games before and don't need to look at the graphics to know I'd probably find any others of theirs enjoyable.) Most of the time, though, if someone wants help they will show them something that will draw that person to the project.

It's not enough to say that the story is wild and the character designs are amazing. You have to show them that they want to be a part of the project. Usually this is done with a well-presented topic, filled with pictures of characters and areas, some sprite work and maps, a concise but well worded explanation of the story and characters, perhaps a few tunes or a small trailer so that people can get a taste of the game and decide whether or not they want to be a part of it. Of course, being know helps, but a lot of people will respond well to someone who seems to know what they are doing and what they need.

You need to sell your idea to the public, make connections, prove that you're dedicated to game making in general and your own game in particular and learn how to do things so that if something does fall through with one of your team, you can pick up the pieces so that the rest of the team doesn't just leave.

And I'm all over the place with this but hopefully you've learned a few things. :P

It's a long read, but it should give you an idea of what you need to do and why.
author=REunfound
To be quite honest Link_2112, I don't know anything about the program; let alone how the program works, I can barely even find a tutorial that tells me what to do or how to do it.

So I am more or less what many can call a "noob" at this... in many ways, I am more of an "idealist" or whatever the word is. I am great when it comes to thinking up stories, plots, dialogue/dialog, characters, and weapon names (as well as spells and such)... but I am bad when it comes to design and layout.

I can imagine most people start out like that... I know I did. Grand ideas, but no experience with the program itself. Still, you can't expect to lead a team without knowing anything about the program. The only way you get people to work with you is if you can show them you're worth working with (being able to create quality content yourself). Being the ideas guy means nothing, that's what everyone here already is for their own game.
There are plenty of tutorials on the internet, but the best way to learn is start making games yourself. If you want to be part of a team, learn to specialise into something people value (spriting, character art, music, high-quality writing/translating, mapping, scripting, testing).
author=kory_toombs
Is it me or am I seeing a lot of threads like this recently?

Steam sale. Lots of people buying RPGMaker when it's cheaper. That's probably why.
author=SnowOwl
author=kory_toombs
Is it me or am I seeing a lot of threads like this recently?
Steam sale. Lots of people buying RPGMaker when it's cheaper. That's probably why.

Summer vacation too.
author=yukipo
You're not going to gather 50 people to collaborate together on a project for free with a creator that has done nothing to establish any credibility whatsoever. Everyone here is already working on their own project, I doubt they would have time or motivation to work on somebody else's, especially on something this grandiose.


This.

You need to establish yourself in the community a bit by making a few projects up on your own and helping the odd person out with a script request, title page, sprite, art, etc. and then you might get some bites. Even if what you manage to produce on your own isn't as stunning as most of the collaborated projects, at least you might get some calls.

It's like going to a job interview. If you don't have any experience on your resume, then you go out there and get that experience and then try again later.
Pages: 1