COLLABORATIVE PROJECTS
Posts
I'm surprised that Ocean and Couch have put up with the astronomical delays that this project has seen;
I need that time, I couldn't get the work done if the game has been released earlier, or I'd be serrriously rushing it and possibly still not make the deadline. There is a lot of work to do still! But yes, seeing some progress being done motivates me to work more.
Technically every project I've done is a collaboration, recently I've had a couple experiences collaborating outside my normal "team" though.
Motivation and Freedom are, I think, the two most important aspects you need to look for to make a collaboration successful.
Motivation: The people on the project have to have a reason to work on it. The project idea, genre, and plan has to be something they feel good about working on.
Freedom: The person working on it needs to have their own creative freedom. If you're making the graphics, you should be able to make a style that you think looks good. If you're doing someone else's work, it's less a collaboration, and more like you're a resource.
Note: Freedom is one of the biggest motivators (or used inversely de-motivators.)
Motivation and Freedom are, I think, the two most important aspects you need to look for to make a collaboration successful.
Motivation: The people on the project have to have a reason to work on it. The project idea, genre, and plan has to be something they feel good about working on.
Freedom: The person working on it needs to have their own creative freedom. If you're making the graphics, you should be able to make a style that you think looks good. If you're doing someone else's work, it's less a collaboration, and more like you're a resource.
Note: Freedom is one of the biggest motivators (or used inversely de-motivators.)
Lastly, a tip: I know this place is warm and fuzzy and friendly (generally, if you do a collab, and it's with someone who's been on either here or GW for a few years, it'll get done), but it's still on the internet. Vet your team members. Make sure they are who they say they are and that they're honest. Asking for a resume, a portfolio, and a letter of recommendation didn't stop me from losing almost $2K in budget from someone who couldn't do the work and wouldn't refund the advance.
I echo the sentiment although am confused about the mention of cash money dollars. (I assume that this isn't an amateur game you are talking about because come on!)
Anyway, I once was working with this complete douchebag Shawn who I THOUGHT was making maps for Backstage 2; instead he was just stealing them from other RPG Maker games. It was completely despicable and totally embarrassing.
My understanding is that if there are two people working together both need to do about 60% of the work and that's if everything goes well. Seems like a waste of time to me but sometimes your projects will require a skillset that you are lacking in...
post=128494
I echo the sentiment although am confused about the mention of cash money dollars. (I assume that this isn't an amateur game you are talking about because come on!)
yeah, it's not. budgeting has been a major headache with my current project (that and tax issues). hopefully i'll get my shit together by release!
post=128494
Anyway, I once was working with this complete douchebag Shawn who I THOUGHT was making maps for Backstage 2; instead he was just stealing them from other RPG Maker games. It was completely despicable and totally embarrassing.
ouch. i'm always afraid when i start working with someone that i'm going to find out something horrible like that. usually the feeling abates as i work with them but making the leap is the first step and there's always a chance that the person you bring on board will be doing nothing but wasting everyone's time.
fortunately, i haven't had too many experiences like that!
I can work on or even run community projects but I know i am far to unreliable to participate in a collab.
post=128581post=128494yeah, it's not. budgeting has been a major headache with my current project (that and tax issues). hopefully i'll get my shit together by release!
I echo the sentiment although am confused about the mention of cash money dollars. (I assume that this isn't an amateur game you are talking about because come on!)post=128494
Anyway, I once was working with this complete douchebag Shawn who I THOUGHT was making maps for Backstage 2; instead he was just stealing them from other RPG Maker games. It was completely despicable and totally embarrassing.
ouch. i'm always afraid when i start working with someone that i'm going to find out something horrible like that. usually the feeling abates as i work with them but making the leap is the first step and there's always a chance that the person you bring on board will be doing nothing but wasting everyone's time.
fortunately, i haven't had too many experiences like that!
To make matters worse, it was pointed out to me after a demo release by essentially an angry mob of forum goers who knew about the project the maps were stolen from while I did not.
asking one request and then continually piling on more
I am terribly guilty of this. BLANKET APOLOGY on this point, especially to GRS who has written actual scripts to answer many of my scripting questions.
I would love to do collaborative projects, but since I'm not well known yet, I don't think anyone would trust me. I also think that I myself won't be able to keep up with the rest of the team since I tend to make myself busy with many projects and I tend to forget some of the important ones. :P
Right now the handful of people I managed to hire for To Arms! and I are working together nicely and there's a really good vibe. (Knock on wood.)
Hey, AA Battery, you can join us! Even if you can only add helpful ideas, that's plenty. :)
Check out the Calling All Singing Deerheads thread in the next forum section down!
We're all doing what we can to make this dream come true.
Check out the Calling All Singing Deerheads thread in the next forum section down!
We're all doing what we can to make this dream come true.
post=129379
Check out the Calling All Singing Deerheads thread in the next forum section down!
I was thinking about it, but that Cock-Cursor turned me off O_O
I always liked the idea of collabs but at the same time, it is I who cannot be counted on. I'll go through stints where I live and breathe RPGmaker, but when it wears off... it wears off for months at a time.
And I suppose I'm a little greedy with my own ideas at times. Surely we're all guilty of that in different facets of life.
And I suppose I'm a little greedy with my own ideas at times. Surely we're all guilty of that in different facets of life.
post=129399post=129379I was thinking about it, but that Cock-Cursor turned me off O_O
Check out the Calling All Singing Deerheads thread in the next forum section down!
That was a joke, there is no cock-cursor in the game.
A long time ago back when I was a newb I believed I could pull of a collaborative project for a sequel to FF8.
Yeah, right.
The thing was, it was less collaborative and more trying to find people who didn't drop out.
I'm older now and I don't think I'd collaborate on a fangame ever again unless I'm really interested in it.
In any case if I were to collaborate it would be to get a team together and discuss what we could work on as a team. Plan the story together so there isn't one tyrannical dictator leader who doesn't like to listen. So we all have some idea of what we're working on, what we're striving for, and a non-ambitious view of what we as a team can do and -complete-.
I love discussing ideas and concepts with others because it motivates me. I find I've been working a lot more on Cosplay Crisis since I started discussing it on IRC, and the humour that comes from the fact it's a fangame is motivating as well (Belts and Zippers, anyone?)
I have also discussed some small design ideas for the project I will work on once Cosplay Crisis is finished. For example, I posted an image of the main character and discovered that she was liked because of her freckles- the freckles were in fact a design idea that I was heavily debating on since all other incarnations of this character didn't have freckles.
(She now has freckles permanently).
Collaboration in my view is a good thing, so people can bounce ideas and concepts around and the workload isn't so precariously steep. However, the people need to be dedicated and interested- planning needs to be forged, time zones considered, and an outline of the idea created, in order for it to work properly.
In my own case, I'd like to work in collabs because I find people working hard at something gets me motivated. I tend to be not as motivated as I should be (as in I probably should be working on my game right now instead of typing this...). Discussion and seeing results come together makes me want to bring my own results to the table.
Yeah, right.
The thing was, it was less collaborative and more trying to find people who didn't drop out.
I'm older now and I don't think I'd collaborate on a fangame ever again unless I'm really interested in it.
In any case if I were to collaborate it would be to get a team together and discuss what we could work on as a team. Plan the story together so there isn't one tyrannical dictator leader who doesn't like to listen. So we all have some idea of what we're working on, what we're striving for, and a non-ambitious view of what we as a team can do and -complete-.
I love discussing ideas and concepts with others because it motivates me. I find I've been working a lot more on Cosplay Crisis since I started discussing it on IRC, and the humour that comes from the fact it's a fangame is motivating as well (Belts and Zippers, anyone?)
I have also discussed some small design ideas for the project I will work on once Cosplay Crisis is finished. For example, I posted an image of the main character and discovered that she was liked because of her freckles- the freckles were in fact a design idea that I was heavily debating on since all other incarnations of this character didn't have freckles.
(She now has freckles permanently).
Collaboration in my view is a good thing, so people can bounce ideas and concepts around and the workload isn't so precariously steep. However, the people need to be dedicated and interested- planning needs to be forged, time zones considered, and an outline of the idea created, in order for it to work properly.
In my own case, I'd like to work in collabs because I find people working hard at something gets me motivated. I tend to be not as motivated as I should be (as in I probably should be working on my game right now instead of typing this...). Discussion and seeing results come together makes me want to bring my own results to the table.























