I am certainly interested in the possibilities. Heck, I'm excited about it. Once we get the basics worked out I think it could be a lot of fun and the results will be great. There's a pretty big opportunity, and we've got the pooled abilities required to take advantage.
I imagine I'd be best suited to doing graphic elements, I could also be useful doing limited technical work as well as miscellaneous creative jobs.
Being an independent cartoonist is pretty jack-of-all-trades, and not entirely dissimilar to this project, so what I've been attempting to prepare myself for should be useful. Plus it'll be great experience for me. And naturally, I have a lot of available time to invest in it.
Don't forget to include a home office when you file your income tax. Dave's entire living room seems to be an office! That must be 60% off his rent right there! :P
It's very true. There are a lot of other things you can write off with a home office beyond rent and utilities, as well -- especially if you're in entertainment. For example, if you make a comic it's potentially on the level to say that my cable bill, comic purchases and video games are business expenses. Keeping up with popular culture and the industry. And the internet -- almost no matter what you end up doing, deduct for that.
Well, I'm not very good at art and even though I can program stuff to some degree I probably shouldn't. Therefore it seems my potential contributions are limited to the "Making Shit Up" variety. Whether that means plot, dialogue, world, mechanics, worse dialogue, mechanics, an entire race of slightly anthropomorphic critters there solely for comic relief, or the most cliche dialogue ever, then I can likely come up with something.
Indeed, and with your Poogles firmly entrenched, we'll just call up our .. lets call them.... Krawyers, yes, the mighty Krawyer, fearsome in his defence against Kraw-suits....
Had a good chat with my brother on it. Sounds like until we break into "moderate money" being $10k-$20k we don't have to worry about much of the legalities.
Essentially its all about "getting to work" during spare time and churning out some products to make cash on.
"Don't worry about the finer points right now, just get something made. You'll worry about the finer points when you have to."
That being said, I don't think we should release something that stomps around on someone's IP.
Alright. I'm going to be locked in a building for 12 hour stretches over the next two nights. So I'll start. I'll try to churn out a rough world map of some sort. Which brings to mind the notion that just because we make something, doesn't mean it gets used the first time, but it can always go on file for later.
So, here is an open question:
Games tend to have a standard progression. Plains are low level < forests < hills < mountains < exotic locations. However, if your game has different tactics, it could change
( ... )
Don't worry about limitations of the medium. Even if it isn't used, practice is always good.
In regards to limitations.. Nothing is impossible but the range of difficulty can be impressive. 2D is easy, 3D involves some math with a bit of trial and error in regards to perspective. User testing can tell us what perspectives work. There may be font issues but that is mostly because Apple/MS like things to be readable so text size has a minimum.
I just finished setting up XNA (xbox live dev tools) on my vista system. Over the weekend I plan to finish the install of dev tools for objective-c on my macbook. I'll also see about working on simple "green circle explores his graphical boundary" games.
It also might be relevant to have some kind of round-table discussion about what kind of genre/setting/world tech level we want to go for before we get too far into maps and concepts and whathoozle.
I'll make up those lists as soon as I can, Brent. I cannot guarantee anything before Wednesday. However, when it's done, expect it to be the most awesome set of lists ever!
Comments 17
I imagine I'd be best suited to doing graphic elements, I could also be useful doing limited technical work as well as miscellaneous creative jobs.
Being an independent cartoonist is pretty jack-of-all-trades, and not entirely dissimilar to this project, so what I've been attempting to prepare myself for should be useful. Plus it'll be great experience for me. And naturally, I have a lot of available time to invest in it.
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Let's call them Poogles.
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Essentially its all about "getting to work" during spare time and churning out some products to make cash on.
"Don't worry about the finer points right now, just get something made. You'll worry about the finer points when you have to."
That being said, I don't think we should release something that stomps around on someone's IP.
Reply
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So, here is an open question:
Games tend to have a standard progression. Plains are low level < forests < hills < mountains < exotic locations. However, if your game has different tactics, it could change ( ... )
Reply
Even if it isn't used, practice is always good.
In regards to limitations..
Nothing is impossible but the range of difficulty can be impressive.
2D is easy, 3D involves some math with a bit of trial and error in regards to perspective. User testing can tell us what perspectives work. There may be font issues but that is mostly because Apple/MS like things to be readable so text size has a minimum.
I just finished setting up XNA (xbox live dev tools) on my vista system. Over the weekend I plan to finish the install of dev tools for objective-c on my macbook. I'll also see about working on simple "green circle explores his graphical boundary" games.
Reply
I'll make up those lists as soon as I can, Brent. I cannot guarantee anything before Wednesday. However, when it's done, expect it to be the most awesome set of lists ever!
Reply
I'd be more geared towards possible plot lines and general ideas right now. Once we decide which direction we want to go then we can flesh it out.
Essentially, we still need to research the ideas we come up with. Right now is for brainstorming and practice.
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