Right then.
Well, what I -really- want is a cool sci-fi Privateer-like game. BUT, that can't even be considered an option without a pro team and a crazy (because you'd have to be crazy to invest in who-knows-who making a game in an unpopular genre) publisher.
My other idea - which, IMO, is relatively realistic, is a sci-fi 1st person adventure game. I'm working on quite a few (writing-related) things now, but am considering looking into this concept once that quiets down.
Not a full-scale game, ofc, but a Source engine TC.
My plan (if I actually decide to go with it) would be as follows:
-make a game design document. this includes story, and everything else. at this stage, no-one else would be involved.
-make a pro-looking website. involves spending some cash, but at this point would prefer to minimize expenses.
-get texture / concept artists (and PAY them!). probably make revisions to game design document.
-check out the HL2 modding scene and try to get the better modders involved. And PAY them! more revisions to design doc (most likely).
-profit (well, not really, but we get a cool game and some credits).
I don't think I'll be willing to go over $1,000 budget here, so payments to those involved would be rather symbolic (eg., $10 / model or $25 a location map or whatever), the only reason I want to do this is that projects fueled by enthusiasm alone fail way too quickly.
This kind of additional simulation, however symbolic, would IMO help.
I'm not doing this tomorrow or the week after, just an idea I've been considering on and off for a while.
Please tell me how/why I will fail.![:D](../../smileys/biggrin.gif)
Well, what I -really- want is a cool sci-fi Privateer-like game. BUT, that can't even be considered an option without a pro team and a crazy (because you'd have to be crazy to invest in who-knows-who making a game in an unpopular genre) publisher.
My other idea - which, IMO, is relatively realistic, is a sci-fi 1st person adventure game. I'm working on quite a few (writing-related) things now, but am considering looking into this concept once that quiets down.
Not a full-scale game, ofc, but a Source engine TC.
My plan (if I actually decide to go with it) would be as follows:
-make a game design document. this includes story, and everything else. at this stage, no-one else would be involved.
-make a pro-looking website. involves spending some cash, but at this point would prefer to minimize expenses.
-get texture / concept artists (and PAY them!). probably make revisions to game design document.
-check out the HL2 modding scene and try to get the better modders involved. And PAY them! more revisions to design doc (most likely).
-profit (well, not really, but we get a cool game and some credits).
I don't think I'll be willing to go over $1,000 budget here, so payments to those involved would be rather symbolic (eg., $10 / model or $25 a location map or whatever), the only reason I want to do this is that projects fueled by enthusiasm alone fail way too quickly.
This kind of additional simulation, however symbolic, would IMO help.
I'm not doing this tomorrow or the week after, just an idea I've been considering on and off for a while.
Please tell me how/why I will fail.
![:D](../../smileys/biggrin.gif)
幻術