PDA

View Full Version : Community based game



01DT!m3r
12-01-2008, 01:35 PM
This is an idea I have had for a long time . What if the entire game.dev community developed an single game together. For instance the developers (the community ) all agree on a story and each person for instance programs their own character and of course everyone wilk need access to the source code and a list of the order of who edits/adds to the game at what time would keep things in order .it will be difficult but if we pull it off it could very good.

Tr00jg
12-01-2008, 02:09 PM
There have been 2 collaborative attempts before. The one, which was based on the coolest character ever, a ninja wiener didn't do too well. Everyone had like a week to work on it, and then "pass" it on. The other was a warioware-type mini-game collaboration.

I am keen to see a Game.Dev community game, but we will have to take another approach. There has to be a lead programmer, who will do the "engine" programming. The rest of the people must help with design, level design, art, music and the odd programming stuff like particles and stuff.

Seeing Game.Dev in general, that is actually how most games here are done. Everyone chips in and helps to grow the games. But I also want to see a proper collab attempt like the above example. :)

FuzzYspo0N
12-01-2008, 02:53 PM
I agree with troojg there, but there is a easy way. As suggested , i think "team leaders" wud be in place, and one project manager. The project deadlines and design is kept to by the project manager...But the teams bring the creative and idea side as they develop the project manager can decide that which is relevant and fesasible within time can be done.

Teams include art, sound, design, code (modular/plugins/mods) and stuff, with a team leader telling ppl what part to finish when etc. Its easily possible, it always happens and is common in today development these days, especially games.

I actually am writing a piece about team for game dev, keep an eye out.

01DT!m3r
12-01-2008, 03:34 PM
Now that i think of it . I agree that a project manager and teams doing different tasks is probably the best way to do things and i will be keeping an eye out for your article.

|-|1Pp13
12-01-2008, 05:37 PM
im in :D sounds like a good plan

dislekcia
12-01-2008, 07:18 PM
Trust me guys, you do not want to get into the details of running a large project... I know you're all keen to make something "big" together, but it's difficult enough making something small when there are more people involved, as I'm sure those that have collaborated in the past will tell you ;)

The best way to get a big community game going would be to make something, have it working (after a fashion) and then encouraging others to join... Essentially you need to do pretty much what people are already doing on here. You can't say "ok, we want to do something with others" you need to approach it from a different perspective, because a game like that is going to take a ton of strong leadership and vision to prevent it being a design-by-committee, feature-creep-crippled pile of bugs.

You have to have people coming to you saying "I want to work on this!" or "I can help with that", otherwise it won't get off the ground.

-D

P.S. Your next step after agreeing on the management structure is to fight about programming languages for a few weeks until the team splits up into 2 or 3 segments that each think they can out-do the other ;)

01DT!m3r
12-01-2008, 09:00 PM
Is that game.dev secret code for "I'm in!".:)

FuzzYspo0N
12-01-2008, 09:48 PM
bwhahah, nice try though :)

I wouldnt embark on a project without structure to be honest. Im no elitest but if you have nothing to get the guys joined except an idea, you end up with a (nTeamMembers X IdeaSize) idea, that will be impossible to pull off in the time frame most ppl think is "normal".

Spending six months on a game alone is one thing,, but try 2 years to get a great game in a large team.I lrgely agree with Dis, make a prototype game, and build on it by getting guys involved, such as troojg getting help with graphics, others getting help with sound, art and so on.

I took this approach with my project, and i can tell you how well its going. I approached two guys with my game idea, and a lot of screenshots and a video. They both were excited but the game hase set contraints within the design already , so now its up to me to decide whats feasible to make the game finish to a good ending, and in the time i planned out for.

To let a tiny little bit more info out, my game incorporates modding too, where (shh) before main release i am going to let out tools, and a map pack for the awesome communities i am a part of to get involved with making some maps. This was actually coming in my thread update tomoro so check there for more info.

On the other hand... Make a project idea and keep it really simple. 3 members on team MAX. thats my suggestion for this idea, plan a simple 2d game and start a design. ask the community about the designs and the reality of completing it, and set goals..

It is possible, if you start small.

|-|1Pp13
12-01-2008, 09:48 PM
P.S. Your next step after agreeing on the management structure is to fight about programming languages for a few weeks until the team splits up into 2 or 3 segments that each think they can out-do the other ;)

//brain has burst of activity and over heats

like the concept that give a room full of developers the same idea and you'll see different games?

that could work... hmmm...

(would make a cool competition ;))

Nandrew
12-01-2008, 09:57 PM
Is that game.dev secret code for "I'm in!".:)

Is that Game.Dev secret code for "tl;dr"?

------------

And I know: that was evil and sarky, but oh-so-tempting for me to throw out!

What dislekcia is saying is that while a collaborative project is conceivable, experience dictates that it generally doesn't work well with the approach suggested. It should pretty much come naturally, and the people involved should already have experience working on smaller, individual projects of their own.

It's no good saying, "Let's do collab" and trying to force it from there. An individual should start the work, and if a collab is justified and necessary, interest is garnered from there.

Even then, I personally feel that "collaboration" should be limited to smaller teams of two or three for first-timers. Some awesome games (I'm thinking most recently of Ultimate Quest) have sprung up out of these sort of collaborations, and the proposed team size here would be far more realistic and rewarding for our current situation.

Basically: leave it be for now. If you end up making a game, would like help on it and end up receiving help with it (because people are interested in what you've made already), then great! That's a natural collaboration and will go far if you organise your team well. Otherwise, rather leave it for now.

FuzzYspo0N
12-01-2008, 10:05 PM
what i meant (in pretty Nandrew words) :)

dislekcia
13-01-2008, 03:34 AM
Nandrew appears made of win and explanations today :)

-D

01DT!m3r
13-01-2008, 11:24 AM
I hear what all of you are saying but that defeats the whole purpose of what i am proposing .What I am proposing is something that has never been done before ,because everyone thinks it is to "difficult",i have never seen a community-developed game before on the internet.

GeometriX
13-01-2008, 12:13 PM
Not to sound like an ass, really, but put forward a structured, well thought-out plan, and see who bites. It's one thing to say "let's do it", and an entirely different thing to actually do it. Lead by example, and all that.

|-|1Pp13
13-01-2008, 03:40 PM
oh yes 01DT!m3r, you said you would do the AI for Military for me...

(i am still waiting btw)

FuzzYspo0N
13-01-2008, 04:53 PM
cheezeowned

Tr00jg
13-01-2008, 06:57 PM
I hear what all of you are saying but that defeats the whole purpose of what i am proposing .What I am proposing is something that has never been done before ,because everyone thinks it is to "difficult",i have never seen a community-developed game before on the internet.

http://www.videogameteam.com/joomla/

http://forums.tigsource.com/index.php?board=8.0

EDIT:

Indie Brawl on TIGS is going to be win!

Korax
14-01-2008, 01:09 PM
Its not the first time it has been done/attempted.

http://www.sagamedev.com/chim2_forum.aspx?forumid=17
http://www.sagamedev.com/chim2_forum.aspx?forumid=18
http://www.sagamedev.com/chim2_forum.aspx?forumid=19
http://www.sagamedev.com/chim2_forum.aspx?forumid=20

I would like to see such a project succeed.. but in reality, I don't think it will ever reach the finishline.

Possible if you only consider the software development side of things if you should apply sourceforge style thinking, but beyond that, running a project, building the media, following through on exactly what has be planned at the start, frankly, I don't think so.

Theres a few questions you can ask yourself:

1. Did any participants involved completed anything scale-able to such a project.

2. Can the participants optimistically meet physically (and maybe do some work) once a day or pessimistically (typo?) meet once a week.

3. Can structure/design/decisions be followed though failtfully for a set period, say, 6 months?

4. Understanding ups and downs in any given project and follow through rather than giving up?


If participants can answer all the above with a resounding yes and follow though, then I agree that its possible.

If theres anything other than a resounding yes, I would suggest using that time wiser and excell your own skills until at a better opportunity presents itself to do this as a company-type of effort or simmilar.

Negative words, I know, but history should also been taken into account. ;)

Nothing can substitute a real physical team when embarking on such a project.

FuzzYspo0N
14-01-2008, 05:06 PM
I think its easily feasible if approached properly. keep watching this space to see my game complete, with a team of 3, one in canada, its working well in fact...Its a matter of planning realistically. Your team is scattered : Add a month to facillitate for internet ups and downs, family, work the usual. Dont set unrealistic goals in game development, and game development is a matter of pressing on with your original design and not letting all the pretty fluffy stuff around get distracted.

And i agree MOSTLY with Korax a tiny bit less here :

1. Did any participants involved completed anything scale-able to such a project.

this one has a tiny bit less then right. If you only have completed "level 3 games" are u suggesting to only ever complete level 3 games? you have to dream. you have to dream big. But you have to fit the dream into a realistic design, that makes your game possible, even if there is a little bit more then you have done before.

Perfect example, Iv programmed bunches of networking applications, but never a game. Team member 3 is a networking guru. He has definately agreed to DO the networking but im trying it alone to learn how it goes. You HAVE to branch out, but within reason.

Dont discourage team, thats the dumbest thing ever. Even dumber then thinking you will create the next wow in 3 months with a 2 man team. WAY dumber. My view is to encourgage the people to be awesome and to be enthusiastic, Lets see. Try approach your next project with the constant thought "im probably gonna fail". Its not cool...

Korax
15-01-2008, 10:45 AM
Yes, if you are going to keep it very small and dedicated (team) then I don't see why it can't work.

If you are going to take a more broadbased community approach where everyone is going to have there own ideals and goals, you are going to spend more time doing team management work than working towards product development goals.

FuzzYspo0N
15-01-2008, 10:50 AM
Thas probably why we were suggesting smaller teams. as well as one set project manager type guy... i shud read the whole thread maybe i didnt catch what ppl were saying from the beginning?

lol.

DrDeth
15-01-2008, 10:11 PM
Maybe it would be more helpful to have a 'Help Wanted' type forum. There are many times where I wish for some help on some of my projects, but no place to realistically find anyone.

I think the key word was said by Korax, 'Dedicated'. There are often peoples saying, "This is cool! I want to help!' with much gusto and enthusiasm, but then disappear after a week and never actually produce anything.

FuzzYspo0N
16-01-2008, 01:24 AM
There are often peoples saying, "This is cool! I want to help!' with much gusto and enthusiasm, but then disappear after a week and never actually produce anything.

I usually check out a persons commitment before relying on them for the make or break of your game. Its just that people are excited to get involved but might have some huge things getting in the way. i had that last year

01DT!m3r
18-01-2008, 02:36 PM
Okay due to lots of english homework and coffee, I have recently lost some sleep but what i lost in sleep i gained in ideas , i had an idea about this community based thingy . . . . Drum roll please . . Da da da da da dum . . We could try organise a dev LAN where every who came could help develop a hand over say a weekend.