Hi everyone, I'm starting a big project this summer. I consider this a really big and serious project, and I'm a really perfectionist person. Therefore I'm looking for rigorous and invested people to help me with this. Here are the details :
• PROJECT DETAILS (Still working on it, and may be modified with the team) : 8-10 Players, begin with a survival-like game in a new world for a Hero unit, that will slowly build a village, progressing to a civilization, then to an empire, going really deep in technological research (futuristic).
Beginning of the game will be a ressource collection, and day-to-day survival, while more the player will progress, more it will be a "Civilization" like game, having to deal with scientific researches, harvesters, workers, religions, diplomatic (and war) problems and trades with other players. The game will be built enable cooperation as well as individual play for players, and different modes and map would be available.
• REQUIRED TEAM : I'm a relatively competent person with the GE, particularly with the Data editor. Therefore, what I would need is :
3-4 persons capable of either :
- Be good with triggers : Someone who will work on the diplomatic and trade system, and pretty much all the triggers involved in the map, since triggers are my biggest weakness.
- Be good at making custom an UI: I would like a perfect, beautiful and easy UI for this game.
- Artist : Would make the map, the loading screen, some icons and images for the buttons and the game.
- Modeler, if available (facultative), to make additional custom models for the game.
I also seek good english writers, because English is not my native language, and I want to have perfect and correct tooltips (So these persons will have to correct every thing I write, so it's grammatically correct).
• WHO AM I ? : I'm a student, studying in physics and currently doing a bachelor degree. I live in Montreal (So I don't know what relative time it is), who really likes to create and work on GE projects. I'm aiming at something really big, which I hope will be in the top played arcade games of SC2 when the project is published. I have nothing to offer, except a promise that I will give a lot for this project, and that I really want its success, and any of your help would be appreciated, hoping to create together something a lot of players on SC2 will enjoy daily. Contact between the team can be made by Skype, teamspeak, or whatever other ways you would like, even just writing, as long as there is a good communication.
Please contact me on the forum if your interested at helping for this project. Even if your talents does not match the ones I listed above, it will be a pleasure for me to include you in the team if you wish to help into the development of this project. Also do not hesitate to contact me even if the project has already begun, since I plan on working and polishing it for at least 2 years before releasing it, eventually waiting for the LotV expansion to make it an unforgettable game !
Thank you for your attention, and any comments, suggestions or questions are very welcomed !
• Models : Yes I'd really like to have custom models, starting from middle age (knights, archery etc.), going to really futuristic at the very end of the game. I will add that requirement in the team, thank you very much !
For my following answers, you have to understand that I just presented the general idea of the game I was thinking here, but that I expect a lot of feedback, ideas and critics from the team as soon as we begin working on this.
• Combat : As far as I planned, would be like normal Starcraft, having troops in real time etc. Diplomacy enabling various options, not only war and peace. But honestly, I didn't really think about it precisely so far.
• For the rounds : No, I would like to keep the game just like the normal SC2, where time spent is important. Maybe make a little step toward civilization (just an idea, again, will discuss with the team) by freezing game time during couple seconds so players can choose religions or something like that (will discuss).
As I said, yes I'm a really perfectionist person. I want every little corner to be sharp, every button to have the perfect icon, every single tooltip to be flawless... I want this game to be perfect from A to Z. If you are like this too, you are more than welcomed in this team !
Your talents with triggers really interests me, and if you're good with data or other aspects too, I won't refuse any of your additional skills !
Note that the first thing I plan to do with the team is to precisely decide every aspect, mechanic, values, numbers, detail of this game, (just like the questions you had) before we even start opening the GE. We will have various Excel and Word documents containing all the data of the game before we start building it in SC2. Of course things some things will change with time and testing, but I want a solid and flawless core to build on to.
First off good luck in your endeavor. Thought id say a few things after reading over this a little bit. If your going to have tons of these new models and animations to go along with them that is definitly a stand alone role. In fact doing all of these models/animations/textures would probably take more work than all of the other roles combined, including your own. Of course that depends on the quality of the models and the skill of the modeler. Just something to consider, i found it interesting that modeling as well as the other things in that modeling role description where to be tacked onto another entire role as you said 1 of the 4 should be able to do this.
Also i would think there would be alot of overlap with both triggers and modeler/texuterer in regaurds to UI. Most custom UI is created via triggers, or maybe its changed since i last used GE but w/e. And if you wanted to make your UI fit the theme of the game that would require the texturer to create some images to be used with the UI.
The forums part also does not make sense to me. Ive seen some people make forums for their up and coming mods and do dev diarys and stuf flike that, most of these forums are completly empty and get no traffic. This is a SC2 mod made by a person/team no one has heard of and hasnt done anything, not some major upcoming game release. Having 2 people dedicated to forums, a job after set up would require no work given theres no one to moderate is questionable. Why not have those 2 people do somethign usefull and help with the project.
Another thing ill say is this. I like the fact that your plannign so much, its good and its what you should be doing. Just take into accont, that htings change alot during game development, your not going to be able to come up with the perfect plan and see it all the way through, things change alot especially in complex games. A good game designer wil be able to tell during development, when they come across a flaw in their original design and be able to make the proper adjustments. Also in terms of the time it takes to make a game, if there is anything ive learned is its difficult to accuratly estimate how long a game will take, projects I have started all ended up taking way longer to complete than i had anticipated. You dont realize how much work it is and how long it takes until you actually complete a game from start to finish.
Finally the biggest concern i think i have aside from your lack of experience in completing games (almost every game that is ever started is not completed), is your skill set. Having a team is nice but when it comes down to it, as the group leader you cannot depend on anyone to help you finish a project. That doesnt mean they wont, but its quite likely people will fall out and you will have a hole that needs to be filled, this will probabbly happen alot if your claiming a 2 year development period. As the group leader you need to be able to full-fill any role on your project team at any time. If a trigger guy leaves you cannot sit around and do nothing waiting for a trigger person to come and finish your project for you. You need to be able to step up and fullfill that role until a replacement is found. And if one isnt found you need to be able to finish the job yourself.
This is your project, the only one who might be fully invested in it is you, and even that is pretty unlikely given the project completion rate, especially amongst people who have never actually completed one. As the team leader you need to be able to put the team on your back and carry it if need be. Some would say you should do that anyways just for the sake of leading by example. I hope your project goes well but its a huge red flag when someone is trying to make a game or do a project that they are incapable of doing themselves.
Just some harsh advice for you. Also your game sounds like it would take 2-3 hours or even more to play a game, which imo is way to long but ya.
At any rate good luck with this hope you can build a team.
That's some good points lemmy is raising here. What worries me is that your idea seems to rely heavily on custom models. Good modelers are very rare and if you want to go through with your idea, this should be the most important position to fill. Working for a project which will never finish because the models are missing is never a god prospect (marines just do a poor job as archers...).
True, true ... Thank you Lemmy for your post. You make me realize a lot of things. Let's take this point by point :
• Models : We don't really need a modeler, there are pretty good models we can import for Warcraft etc, including archers, knights etc., I just tought that if we had someone that could be interesting, but I personally think we can do something good with all the models available on the internet so far.
• Concerning your 4th paragraph : Yes I totally agree a game has to change during its development, because of new ideas, tests, difficulties etc. I just meant to show how serious this project is to me by saying that I want the main core planned before even starting, so people see it's not a : "ah let's start and we'll see as we progress" kind of game, but more of a "serious, well planned and prepared" game. Also, I'm at university, so I know that from august to December I will not have a lot of time to work on this, but it's a serious project for me that I will work hard on during my vacations, and a little bit by a little bit while I study, no matter how many time it takes. I said 1 year and half - 2 years AT LEAST because I wanted to warn people joining the team that this won't be a rush to launch a big game in 6 month.
• For the 5th paragraph : Yes I will be a "leader", because I started the project and I got the idea, but maybe another member of the team will invests himself even more than myself into this project, and it is with please that I will even give him the lead if he's better than me, spends more time on the project or contributes more than me. I'm not seeking for employees as a boss, I'm seeking people equal to me, better in other parts of the GE, who find my idea for a specific concept interesting, and who wish to create and improve a good game with me.
• As for my experience and capabilities in GE : I'm not a Prozaic Muze, but I can do couple of things with the data editor. I definitely suck hard at triggers, but I do my best to look tutorials and seek help here if I have to do something I'm not able to figure out myself. I want someone good with triggers so this project can efficienly progress and I can focus on a part of the GE I'm better with.
• Lastly, I consider really reducing, even maybe removing the survival part of the game at the beginning, targeting only an "empire building" game that will lasts from 40 minutes to 1h30-2h for the tightest games. But I will really keep the length of the game in mind, that's another good point you bring up !
Thank you very much for your red flags and warnings, you do bring good points, that I have to work on and consider, but I have faith in this project, no matter how many time it takes, I will do my best to conclude it.
Looks like an interesting project. I can help with grammar and language and future testing but nothing more since I'm currently involved with an ongoing project. I'm going to offer some of my thoughts regarding the information you posted in the first post.
You should provide examples of what you have done with the editor. It shows people you know what you're doing with the editor,
I don't think you need people to manage a forum. First of all, like Lenny said, project forums here get practically no outside traffic. As such there is really no need for anybody to manage one. If you are planning a forum for your project independent of sc2mapster, it would generally wait until most of the project is complete, so hiring people for the forum before the project is even started is rather unnecessary. It would be best to have those 2 people help with the project instead.
It's unlikely that your project is completed in the 2 years time span you said, or is even complete at all. Something this complex would likely take longer unless every person on the team works diligently all the time, which is unrealistic considering real life generally takes precedence over mapping. Also, it's extremely unlikely you maintain the same team of people for the entire duration of the project. Some people will quit and will slow the project as you scramble to find replacements.
All in all, good luck to you. If you ever have questions involving the data editor feel free to ask me.
Rollback Post to RevisionRollBack
Assistant Team Leader of "Generic Code" and User of the All-Mighty Data Editor.
Try Mercs of the Dark System, a RTS/MOBA hybrid.
Thank you very much, yes I removed the "forum people" spots for the team, as suggested, forgot to mention it in my last posts. I will do an update here when the game reaches her final stage, or starts having more and more players, then requiring a community.
For the time, I know that a big game like this requires time and investment, and I don't really mind how long it takes, I even planned to wait for LotV to come out to add more interesting content, models and visuals. Even if it takes 5+ years to finish, I will work on it as long as I don't judge it perfect to be released, little bits by little bits.
As for my personal experience, I create 2 "builder" units for the Island Defense 1 and 2 games, including workers, resources, various abilities etc., as well as many, many little personal tests for my personal pleasure and fun.
Thank you for the good luck ! I'll keep in mind your offer as a tester and grammar corrector !:)
Just pointing out that onetwo, and atlas, (OneTwoSC, and Caleb on here) both have similar maps going, with custom models and all. That is, games that play similar to Age of Empires. I forget the exact names. Anteep also has Empire Builder, and Empire Builder 2, which are basic forms of the style of game you are looking to make; but pretty fun.
One of the best things you can do is look at all the competition. Even if "your game will be different than that!" you still fall into the same category. Look at what other mappers have done; and figure out how to do it better. You may also be able to borrow some models from them.
With a model based game like this, I HIGHLY suggest not relying on models to play the game for you. You can create the entire game, using a marine model for every unit in the game; and see how the game plays. If you are waiting a week to get the new "dark ages archer" model finished, well.. you are wasting a week.
You should get something fun and playable created to show proof of concept. Show that you are moving forward. Then you can worry about models.
All that said; I am rather good with triggers, specifically creating systems which cover a lot of ground and can reduce the data workload. Get something going; and I can lend a hand with the framework, and/or teach you how to build it yourself.
That's a good idea you bring here. I will check other similar maps, thank you. Because as I said, the idea will "turn around" the empire builder concept, but I plan on adding exclusive and additional content for the player, enriching the experience.
For the models, that's a good idea you have to focus first on the game mechanics and working before implementing the models. I'll keep this in mind, so we can focus purely on the game, until we're pretty much satisfied with how it's working. Then we'll add and work the models with the structure we have.
So what you suggest is making a small "miniature" version of the game I want to create, to see if people like it ? Or just to start with a smaller, fun project, to start learning working together with the new team ?
Thank you btw, all your advices are more than welcomed !