[RECRUITMENT] THANK YOU SIR, MAY I HAVE SOME BADASSES?
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From the sounds of things, the game's already planned out, and you're looking for resources. This is fine, and it's cool that you want to share even credit with all contributors, but make no mistake; you're still the game's lead. You're maintaining creative control of the story, setting, gameplay elements, and more. I'm sure you'll be open to ideas and all, just don't underestimate how much of your content you're going to want to keep the way you designed it.
To me, it's kind of tomato tomatto (a spelling which kind of defeats the purpose of the aphorism but how else to render it on the internet without the benefit of phonetics?).
Could I come up with all of the ideas for the project if I wanted to? Yes. Will I be totally receptive to absolutely every idea that any team member comes to me with? Yes. If Mr. Nemo for instance decides he wants on the team and tells me we should ditch the mercenary idea and the game should be about, for instance, tomatoes instead I can promise I would at least hear him out!
So for me it is simpler for me to say that there is no lead developer than to say "I am the lead developer, but I am willing to give everyone else full credit and don't value my ideas above anyone else's and in general don't do any of the other things associated with having a lead dev."
Responding specifically to the last sentence there, I was pretty careful to choose an idea I wasn't married to by any means for exactly that reason.
There's nothing wrong with requesting for team members for resources and such, but I think that the synergy you're seeing with the collab. projects you're referring to comes from designing the game together, as a group. This way, the story and the core of the game can be built around everyone's strengths, and everyone can have their needs represented. People can choose their own challenges, and when everyone is satisfied with a compromise, they are driven and inspired to create the world they each helped to build. Sure, you might be able to find people who only want to make other people's ideas come to life, but I wanted to identify what I think is a large part of why these collab projects have been successful.
Yeah you're pretty much right. I just wish that there was a member or members of the community who I knew closely enough to work with in that way. (I have asked to work with Craze/Karsuman and I think also Anaryu in that way in the far distant past, in the "hey I don't have any particular idea but I would LOVE to collaborate on something, anything with you" kind of way and was
Appreciate you thoughts, though!
I think it should be based more on mutual motivation about a project. Having a deadline helps, but also it's usually a good idea to have team members that have the drive but lack compatible resources. Example; one of my latests projects (a collab one) utilized a writer because my writing is awful, and that person got a chance to make a game and not have to worry about the mechanics and programming.
I'm actually in another similar situation on a newer collab project where I'm working with someone who has abilities I severely lack, and I bring a skill to the table that they can't easily find either.
I've noted that in the times I've worked with others successfully, we've each been the "head" of our own areas. I didn't mess with the story, world, or characters in my recent collab, I'd offer my thoughts once in awhile, but left it up to that person. Conversely I only got normal player feedback regarding mechanics that I created, they didn't try to tell me how to run that aspect. We each had freedom to express our own ideas and creativity without having to feel stifled. (Though some aspects we DID collaborate on for various reasons.)
Motivation and Freedom are, I think, the two most important aspects you need to look for to make a collaboration successful.
(I don't remember more than a vague comment that you'd be willing to work on something with me sometime way in the past, so I'm pretty sure I didn't reject anyone, thought that might have been reference to someone else instead.)
I'm actually in another similar situation on a newer collab project where I'm working with someone who has abilities I severely lack, and I bring a skill to the table that they can't easily find either.
I've noted that in the times I've worked with others successfully, we've each been the "head" of our own areas. I didn't mess with the story, world, or characters in my recent collab, I'd offer my thoughts once in awhile, but left it up to that person. Conversely I only got normal player feedback regarding mechanics that I created, they didn't try to tell me how to run that aspect. We each had freedom to express our own ideas and creativity without having to feel stifled. (Though some aspects we DID collaborate on for various reasons.)
Motivation and Freedom are, I think, the two most important aspects you need to look for to make a collaboration successful.
(I don't remember more than a vague comment that you'd be willing to work on something with me sometime way in the past, so I'm pretty sure I didn't reject anyone, thought that might have been reference to someone else instead.)
post=127914
Can I have some examples of your past work, arcan?
Check my locker. Those are just a few thing's I've done over the years.
I agree with Anaryu. While Karsuman and I do comment a lot on each other's work (he shows art and character dev ideas, I show a map or explain a potential system), he doesn't map (except ONE SINGLE MAP in V&V) and I don't write the story. We still provide input on each other's work, however, since I do have a semi-decent grasp on story progression and he can map himself out of a cardboard box if need be. Our only TRULY EXCLUSIVE skills are that I can't draw and he can't code.
tl;dr: read Ana's longer post
tl;dr: read Ana's longer post
(I don't remember more than a vague comment that you'd be willing to work on something with me sometime way in the past, so I'm pretty sure I didn't reject anyone, thought that might have been reference to someone else instead.)
It was probably not anything more than that, Anaryu. I'm not sure it was even you actually.
Anyway now, this is a fascinating discussion about teamwork and I do appreciate it but maybe it could be taken to another thread? I am still kind of trying to recruit guys to work on a game here. : )
Arcan:
First thing I did when you posted was check your locker. : )
Your work was interesting and you showed a pretty diverse array of styles pretty well. Would you be cool with producing such a quantity of sprites? Have you played the prototype yet (ignore the graphics in it, assume they are basically placeholders for now)?
UPDATE:
So Mr. Nemo is helping us with various graphical edits and arcan may or may not be helping with the sprites. We are still in fairly dire need of a scripting expert as described in the OP, and so will continue actively seeking one of those.
So Mr. Nemo is helping us with various graphical edits and arcan may or may not be helping with the sprites. We are still in fairly dire need of a scripting expert as described in the OP, and so will continue actively seeking one of those.
A question about the scripting: Are you looking for someone to design the menus/interface/etc or are you just looking for someone to code what you need?
Just the code part. I am probably making it sound more complicated/difficult than it is.
Basically just someone to fillsimple requests that I do not know enough about scripting to say how simple or complex they are. The most important example:
Right now, the basic key-to-functionality script the game needs is simply one that will allow a player to see the status of all of fifteen of the party members during battle, which I assume would entail a hack to Scene_Battle and the various Window_ classes. Right now KGC_LargeParty is doing its job of letting me have fifteen party members at once, but the DBS window will only show the top four characters at once. That means that if you want to check the status of all fifteen of your guys, you need to go to item, select a potion or something, and then scroll up and down the list of the fifteen possible targets, figuring out everybody's hp and mp and potentially double-checking using the same method depending on how much strategy you're using. What we want is a script that will let you see the status of anywhere between one and fifteen party members at once. (I tried Yanfly's Battle Engine Zealous but it did basically the opposite of fixing the problem; it responds even worse to a large number of party members than the unmodded DBS.) Right now the game is playable but not in a way that is ideal, something that, to me falls under the umbrella of aesthetics although I recognize it's also a question of functionality.
If my explanation was unclear please let me know and I'll try to clarify.
Anyway this and other things like this that come up are the kind of thing we need from our coder.
Basically just someone to fill
Right now, the basic key-to-functionality script the game needs is simply one that will allow a player to see the status of all of fifteen of the party members during battle, which I assume would entail a hack to Scene_Battle and the various Window_ classes. Right now KGC_LargeParty is doing its job of letting me have fifteen party members at once, but the DBS window will only show the top four characters at once. That means that if you want to check the status of all fifteen of your guys, you need to go to item, select a potion or something, and then scroll up and down the list of the fifteen possible targets, figuring out everybody's hp and mp and potentially double-checking using the same method depending on how much strategy you're using. What we want is a script that will let you see the status of anywhere between one and fifteen party members at once. (I tried Yanfly's Battle Engine Zealous but it did basically the opposite of fixing the problem; it responds even worse to a large number of party members than the unmodded DBS.) Right now the game is playable but not in a way that is ideal, something that, to me falls under the umbrella of aesthetics although I recognize it's also a question of functionality.
If my explanation was unclear please let me know and I'll try to clarify.
Anyway this and other things like this that come up are the kind of thing we need from our coder.
Sounds easy enough as long as you know how you want it to look. I'm don't really care for interface design and such, but I have fairly extensive knowledge coding in VX. I'm already working on my own project and doing "this and thats" for someone else, but this doesn't seem like it should take me very long.

















