Would anyone be interested in making a video game development team? I'm interested in making something in the same style as Reassembly, but maybe without custom ship construction. So basically, a 2D space shooter where the ships behave and propogate more like life forms than as pawns of a faction.
The hardest part for me is figuring out the design, the programming should be easy.
I don't know shit about video game development but take this bump.
Brayden Brown
Not with someone who has an annoying personality like yours.
Ryan Brown
this
Hudson Hernandez
This depends, are you paying?
Jaxon Martin
Once the design is complete, sure, I've got some money to throw around for content creation, programming, sound design, whatever. But I won't pay for ideas, since I believe that the payment for a good idea is having that idea executed, as our impact on the world is what gives meaning to our lives.
Jace Morgan
Well you don't need me since I'm also a programmer and you probably need artists and designers instead.
However if I were to team up with someone on Yea Forums (or Yea Forums in general) I'd rather make some fun, non-serious game like BroQuest/Gondola Adventures/Save the (monstergirl)Princess and the likes. If I wanted a normalfag game I'd just go on normalfag forums. Good luck though.
Carson Flores
Leave contact info and we can discuss rates and whatnot later.
Actually, I think I might not need artists. Adequate programming skill can work as a substitute.
I'd love to have graphics as good as Starsector, and it might be possible to pull it off using a mixture of ray marching and cellular automata. Not for live rendering, but to process 3D models to turn them into 2D textures.
Ray marching is a very strange way of rendering 3D objects. It requires you to have a formula that says the closest a point could possibly be to the surface of an object. Obviously it's simple for spheres (distance to centre minus radius), and a perfect formula also exists for cuboids, and it can be used for some incredibly complex shapes (all 3D fractals use ray marching to render) but it's unusable for arbitrary meshes AFAIK. The reason I want to use ray marching is because normal rendering methods simply have you feed in polygons and they render those polygons for you, but ray marching renders can be modified. Firstly, ray marching renders are heuristic. That means that I can generate inaccurate renders by adjusting how many iterations it takes or what the completion threshold is, and those inaccurate renders will appear blobby and smoothed. This is potentially very useful, parts of ships can be made from simple geometry and by screwing with how they're converted into 2D textures they can be made into complex curved forms. Secondly, ray marching renders being heuristic means each pixel can be assigned not just a colour, but also data about how the heuristic function performed. It so happens that this data enables all kinds of shading techniques, including ones I could use for pixel art.
Since it's pixel art, cellular automata can be used for texturing. It's a very underrated technique.
Easton Morgan
I have no idea how to make a game so I can't help. I wish I can just to gain experience on my belt
Hudson Johnson
Don't do it unless you really have dedication. And posting on Yea Forums is, like, the worst way possible to go about it.
Gabriel Hill
Two things: 1. Skilled people are more inclined to join a project where there's already something to show, even if it is filled with "programmer art" or the equivalent for the project's domain. 2. Avoid making a group too early with people who don't know shit, especially if you don't do either. Learning the very basics is something that should be done alone, or at least outside of the context of *your* project. Many people are enamored with the idea of doing something, but not with the actual work required to actually do the thing. Save yourself the trouble of "working" with someone who's too lazy to study by himself and expects personal tutoring for everything; studying together is not the same as spoon-feeding and answering basic things that could be solved by RTFM. Kicking someone over things like this, especially a friend, and especially if they already contributed (by some definitions of "contribution") something, is a recipe for drama.
You would think that "showing that you're not an idea guy, and doing a VERY basic skill check on potential contributors to avoid idea guys" is common sense, but it seems to be a very common mistake among people who fear working alone.
Jace Harris
And to add on, as a programmer (cryptography, mainly) who used to dabble in game development in his plentiful free time, the biggest issue I saw with most game development studios was either lack of passion or lack of professionality, the latter being far more common. Once you get on that grind of 9+ months, everything begins to fall apart. Making a game once - or even attempting - is an invaluable experience to understand the lengthy process. You've got no pay, a truckload of work, and naught but promises to keep you going forward. It's horrendous.
Nowadays, I just code for public source github repos for games I like. It's more satisfying. The only thing that could convince me to attempt developing a game again would be a rock-hard, clear plan with high proof of dedication and talent from the project leaders and members. Those are the things most people should be looking for, too. That, or a good pay. 600$ to prototype somebodies simple game was quite nice.
And I agree with this post. This ought to be game development 101. Game development is a complete mess, filled with a mob of aimless troglodytes who walk upon the mass graves of all those who died trying.
I feel there is an interesting game idea there. Like Rogue Legacy as a 2D space shooter. Personally I'd go with a Tenchi inspired plant-based bioship and not so much some HR Giger monstrosity.
Actually, I want idea guys. I want to know what people want to play, I want inspiration for how to execute my idea in a way that's pleasing in terms of both aesthetics and gameplay. Once the idea is set, then of course I want to start seeking out actual developers, and to entice them I'd need an actual plan.
Owen Sanchez
I get that this post is ironic, but why do people do this so often? Is it that they want to do something easy that gets a lot of exposure?
Adrian Clark
You can pay me to promote your game and shitpost about it on gaming forums.