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COMMUNITY PROJECT, ANYONE?

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I'm thinking about starting a Community Project. Does anyone want to participate?

It's fairly simple; we work together to make a game, by producing and sharing material (maps, scripts, resources, etc.) with everyone working on it. Then, when you've done what you want to help with, submit it to me and I'll add it into the game. There will be a gamepage of it, showing all who's participated, and when it's done, it'll be uploaded with the correct credits. Also, there will be a page displaying the types of 'jobs' you could help with, along with the names of members, and what they are doing.

I'll give clear instructions on what can be done if you want to help but don't know how.

Game Engine: VX
Game Genre: RPG
Game Story:
N/A - Need writers
'Jobs' available (examples):
Mappers (Mostly important)
Eventers
Spriters
Tileset makers (not majorly needed)
Writers (kinda needed)
Face makers/portrait makers (they're always awesome to have, and it would improve the quality of the game, I think.)

Why you should help:
There's not really a reason. It's just fun to work with people making a game. Your choice. :)


Also, it might be using the almighty battle engine melody (YANFLY!), so we could really do with someone who knows a lot about it.

Please note:
I aren't the best RMer, I know, but I am planning for this to go well. I fail a lot by myself, and RMN's members are great, and I DO need help, but you don't have to.
I apologise if this sucks or fails.
Community projects only work when there isn't too much effort needed for each individual. You are asking for a team of people with their own visions/expertises/projects/graphicmakingskills to somehow come together perfectly organized to make a "community project" It's been tried before, Kentona will tell you how that ended up.

Reason why stuff like Action 52 RMN and Befuddle Quest works is that it acts like a contest without prizes, each person can focus on their own little project with only the general "theme" of the project clashing with the person's ideas. They do not have to directly collaborate like what you're suggesting. Not to crash the party but... just laying down what has worked and hasn't in the past.
I'd pitch in but I don't know how it would work out with my crappy non-existent internet connection that only works Monday-Thursday (and only sometimes at best).

If it counts, I would like to map, event, write, or any combination of the above.

About what Darken said, graphics is always the most intense in terms of effort and time investment with very little reward. Expecting those will certainly cause your project to fail unless you have truly dedicated, ambitious individuals on your team. You can always just go with the RTP if all else fails. That would leave mapping, scripting, and writing for the most part.
post=200160
It's been tried before, Kentona will tell you how that ended up.

It didn't end up very well! Both times!! (Yes, i started TWO failed community projects).

The person organizing it has to be really really really motivated, and prepared to pick up the slack of anyone who participates.

Reason why stuff like Action 52 RMN and Befuddle Quest works is that it acts like a contest without prizes, each person can focus on their own little project with only the general "theme" of the project clashing with the person's ideas. They do not have to directly collaborate like what you're suggesting. Not to crash the party but... just laying down what has worked and hasn't in the past.

I came in here to say this ^ but Darken beat me to it.
Generally you have a theme to one of these, not just "lets make a game!"

EDIT: Whoops everyone beat me to it.
The graphics aren't really needed, just an option :)
I'd probably stick with RTP tilesets, just better sprites, however.
As for the effort, there needn't be much either. People can just make a few maps or events, or even just pitch ideas. I'll probably be doing the most work, which I have no problem with. And the theme will be decided if we make numerous games, and that'll be by members' opinions.
@Adun - Sure thing. When I get more members, I'll make a new thread for ideas and what we need in the game, then I'll make the gamepage when we get close to a demo. Thanks.

As for the scripting, we could do with a few custom scripts for the games, to show off their uniqueness, but there's already loads out which would be suitable anyways.

Thanks for the feedback!
halibabica
RMN's Official Reviewmonger
16948
from kentona
The person organizing it has to be really really really motivated, and prepared to pick up the slack of anyone who participates.
This is the only reason TLSMV got done. Mostly.
Despite all the lashing this thread is getting, even if it doesn't get finished, I'm in it to mingle with other authors at least. :U
It's to be expected. ^^;
Meh, they're just stating their opinions. I don't mind. They're actually helping (which I think they're meaning to). Thanks for sticking with it though.
Where's Craze when you need him. Put 'VX' in the title and you'll get at least one person on board.
LouisCyphre
can't make a bad game if you don't finish any games
4523
post=200207
Where's Craze when you need him. Put 'VX' in the title and you'll get at least one person on board.
You people disgust me.
I don't mind adding some maps and writing to the project. I'll even be down for a little eventing, script robbing/editing if needed. I'm not very well though, so I'll probably be a bit spotty at times.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
If you can get someone who is really good at creating a complex and innovative and balanced and interesting and challenging battle system, and get them to sign on for creating your battle system, I will make maps for you.

Wait, no I won't. Not in VX. Making maps in VX is like hammering a nail through your own hand while using that same hand to hold both the nail and the hammer. I can't understand why you would use VX over XP once you know what you're doing. Its only draw is that it's easier for beginners to use, right? Or is there another reason to use it?

Of course, getting just one person to make the battle system might be too much, for a group effort. Since I generally consider that to be at least 80% of the work involved in a project. But splitting it up is impossible. The only way for multiple people to help is if they spend hours and hours in a chat room talking all the details out.
I think I read somewhere before that RGGS2 handles graphics better than RGSS. Though with so many VX users just copypastaing scripts, it shouldn't really be an issue.

I find VX's mapping to be pretty good. Welp, better than XP's anyway. Though admittedly, I haven't had much exposure to XP because the trial ran out and I didn't like it enough to want to continue on with it.
Game Engine: VX

I'd rather use punch cards a Commodore 64. Yeah, now we're talking!
I chose VX because it's simple to use, and it's got loads more features than XP. Not to mention, there are LOADS more scripts for it, and Yanfly doesn't script for XP. It's better kn every way, since all you have to do is convert the tilesets and characters from XP and use Tileset SwapXt and you've got XP in VX.
XP is just more awkward than VX in my opinion.
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