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kirkjerk .
Joined: 12 Apr 2006 Posts: 1227
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Posted: Thu Jun 26, 2008 11:06 am Post subject: indy gamemaking: which abilities are feast, which famine? |
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So I've been thinking about trying to get more attached to the Indy Gamemaking community, maybe at TIGSource.
But I'm wondering, among, say:
people with "great idea"
coders
level designers
art designers
sound and music designers
In general, what's the representation of each? Like which roles represent buyers' markets, which one sellers'? _________________ =/ \(<D)_/
==/\/ >_ kirkjerk.com |
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dessgeega loves your favorite videogame
Joined: 16 Jun 2005 Posts: 6563 Location: bohan
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Posted: Thu Jun 26, 2008 11:31 am Post subject: |
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great ideas are worth nothing. the ability to implement them is worth everything. _________________
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SuperWes Updated the banners, but not his title
Joined: 07 Dec 2004 Posts: 3725
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Posted: Thu Jun 26, 2008 1:07 pm Post subject: |
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dessgeega wrote: | great ideas are worth nothing. the ability to convince other reliable people to get onboard with your idea and explain it well enough that they are willing to create a reasonable facsimile of it is worth everything. |
Fixed.
Not everything should be done by one person. In fact, I'd argue that if you're trying to get in with a community, the only good reason would be that your ideas are too big and the only way they'll get done would be to offload some of the work onto others.
I generally agree though! If you aren't good at getting other people onboard you're going to inevitably get stuck limiting your ambition and doing things yourself.
-Wes _________________
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ApM Admin Rockstar
Joined: 14 Oct 2004 Posts: 1210 Location: Ottawa, ON
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Posted: Thu Jun 26, 2008 1:33 pm Post subject: |
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SuperWes wrote: | I'd argue that if you're trying to get in with a community, the only good reason would be that your ideas are too big and the only way they'll get done would be to offload some of the work onto others. |
Whaaaaaaaaaaaa
Constructive feedback comes to mind as a pretty good reason. Of course this goes both ways or it doesn't work. |
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SuperWes Updated the banners, but not his title
Joined: 07 Dec 2004 Posts: 3725
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Posted: Thu Jun 26, 2008 5:03 pm Post subject: |
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Hey man! Don't be callin' me out! I should've said, "one of the best reasons."
I think the reason I said "only" was in response to the first post, which is looking for certain talents. Talents at an individual level shouldn't neccessarily matter if you're just looking for feedback, right?
-Wes _________________
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kirkjerk .
Joined: 12 Apr 2006 Posts: 1227
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Posted: Thu Jun 26, 2008 8:26 pm Post subject: |
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well, to clarify and personalize...
my ambition tends to be fairly limited to begin with... influenced by one screen classic games, fascinated by small physics-y mechanics.
But you know. I've seen a lot of small joint projects, Dess' stuff, often Cactus has someone else do the music, so I was trying to get a feel for what the market was.
In 2600 homebrew land, there are, of course, lots of "great ideas", and some people who put together some art (too often just photoshop-y fakes that may or may not take the typical limitations of the 2600 into account), and coders in rather shorter supply... especially when it there was no choice but ASM for coding the stuff.
So I was curious about what was what in the "market" of collaborators.
I'm enough of a pixel doodler and former tuba playing musician to tend to try and do too much myself (I think I need to get my elecronic music mojo going though), but am primarily a coder in my odd little java processing way.
Probably it's level design I'm weakest in right now, which is a pity 'cause it kind of is what gives something like Invader 80%ish of its charm _________________ =/ \(<D)_/
==/\/ >_ kirkjerk.com |
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