creating a game2
Indie tutorial: Organizing your work as a team

Let’s see, we already have a game prototype and a team of quality people. What do we do now? Well, you could always actually start working on your game and maybe someday finish it and release it. After all, that’s what we strive to achieve. And if there’s something that could help us all in that long journey, it’s called work organization.

First of all, I’ll remind you once again that the more people you have on your team, the worse – the more people you’ve got, the bigger the tension and stress can get and you may easily lose control of them. There are many approaches to working on a project, I’ll present you how I do this.

Now, if everyone has already looked through the prototype, group yourself up and start a conference on Skype or any other communicator of your choice that allows more than 2 people to chat at the same time. Or just meet IRL if you can. During that ‘brain storm’ everyone should give their own ideas, remarks and comments about the project. Even if the idea might seem meh at first, someone might be able to modify it and turn it into a very good one, so never be afraid to share your thoughts. Someone that is working as a designer in your team should be writing down all those ideas.

After the ‘brain storm’ he should sit alone and separate good ideas from the bad ones, bearing in mind that he has to limit himself to not design a project that would take too much time to complete. He should also take into account that the team is most likely inexperienced and so very complicated mechanics shouldn’t be included in the final design. Surely there might be many great features you would like to see in the game, but you have to be realistic – someone will have to implement them and do all that in an optimal time. Pick what you’re capable of, you don’t want to sit on your first project for two years.

Game-Design

After the initial adjustments, designer shows a more detailed vision of the game to the other team members. And again – discussion. Now without those big ideas, just do the small changes if needed and you’re ready to go. Keep in mind that you don’t have to plan all maps, missions, vehicles, enemies or anything like that at the beginning. Those details you can always do further in your development cycle. Programmers and artists should know from start what to expect from the game and what is needed (it sucks when you realize in the middle of your work that half of the code is trash as someone just thought of changing one feature or that some of the assets are going to waste because something wasn’t clarified from the beginning).

Someone who is handling organization in your project should write down all the needed assets (sprites, sounds) and create some sort of milestones for the development process. Sure, you could go with just todo lists, but the possibility of ‘unticking’ more tasks at once as you approach your big milestone, which puts a solid closure on this particular part of the game, is a much better motivator. You will always know what is done, work will be divided into portions that are easier to handle. It’s also easier to force yourself to work when you see that there are only a few more tasks until the end of the current milestone, instead of seeing a 2MB txt file with the todo list of all things needed to finish the game.

And picking tasks for the next milestone is always a fun event for the whole team ;)

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Here is a list of some tools that might help you in your work:

  • Dropbox – for assets, design documents, you can also store here todo lists, assets list, some other project files, etc.
  • SVN/Github/Bitbucket – for programmers specifically as for example Visual and Dropbox seem to hate each other. When you and others work on the same project opened several times on Dropbox, it will start to create some crappy database files or other shit that takes quite a lot of space. It’s just irritating.
  • Forums – can work the same way as Dropbox, surely brings better organization of files and may look better but isn’t so convenient, Dropbox is much faster to use, though we still use forums for some development-related things.
  • Wiki – project documentation, not every project needs it though, for some forums work just as fine
  • Skype/MSN – for chatting & conferences.
  • Google Docs – sharing documents, with the possibility of real-time co-writing is surely something that could be useful.

While using Dropbox it’s good to spend some time on creating a proper folder structure as after some time without any form of order, you will start to waste more time on looking for some files than actually doing anything with them.

There is one more tool that I left for the end of the post, it’s so good that I can’t express it. It’s called Trello, it’s a website where you can easily organize work for the whole team. We’re using it since Rune Masters and it’s really a perfect tool that can substitute almost all other tools. With Trello you can create milestones, todo lists, handle discussions about various topics, host images, files, notes, literally everything that you could need. It looks like this:

trello1trello2trello5   trello3 trello4

Let me know what you think or what you’d like to read about in the comment section.

Don’t forget to subscribe to our blog or like us on Facebook/follow on Twitter to not miss any posts.

If you have yet to start working on your prototype, remember – a small but interesting idea is the key!

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If you happen to have 60 seconds of free time I’d really appreciate if you could vote on our project in Indies Crash E3. Just click the button below, press “vote” and confirm your email. Thanks in advance :)

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creating a game
Indie tutorial: Starting a project and forming a team

If you’re creating your first game ever and you don’t know programming or you can’t draw… don’t look for someone that will help you with it. If you’re more of an artist download GameMaker or Stencyl and with some English knowledge (if you are reading this I bet that you won’t have any problems with that) along with your own willingness to spend time on it, you actually CAN handle it on your own. Same goes for programmers. To develop a prototype you do not need god knows how many top notch sprites. Placeholders such as squares, stars, circles, free sprites (try Opengameart.org) will do just fine to give you an overall feel of the gameplay. Designers will have tougher time as they need to grasp a little from both coding and graphics but it’s all for good.

Is your prototype no fun? Friends just politely told you that they enjoyed it even though they really didn’t? Guess what, time to make some more prototypes. Take your time, make as many as you need and when you find the true gem you’ll know it. Nobody wants to work for months on a project that turns into unplayable crap at the end and no one wants to play it.

After finishing a playable prototype with more-or-less final graphics or placeholders that look aesthetic enough, you can finally start looking for some people to help you in your project. Remember though – the less, the better.

Why not earlier?

  • Experience and some actual knowledge about other team members’ work will come in handy when working in a team
  • Maybe you will find your hidden talent?
  • If your idea won’t look so awesome anymore after you create prototype, you won’t waste other people’s time
  • There’s a much higher chance that someone will join your project if they see your own contribution
  • If in the middle of the project you will start to get lazy and somewhere lose motivation (and trust me, it happens quite often even if you feel like there’s no way for it to happen at the start of the project) again: you won’t waste other people’s time
  • There’s no point in committing too much time to work with random volunteers instead of working on the prototype
  • It will turn out what sprites and sounds are needed for sure (will save artists’ time when they’d create assets that would have to be changed or god forbid completely discarded)
  • There’s very little chance that someone will want to join you seeing only scratches of an idea from a guy with no experience or a portfolio. And if you happen to receive any offers at that stage, they’re most likely not going to be serious and eventually they’ll just waste your time.

I’m writing this from my very own experience. I’ve started many different projects and one I can tell for sure – if you have something to show, people will want to join your project more willingly and sometimes they even might be asking you to let them in without your invitation. I’ve made this mistake several times myself too… Posting threads on forums like “Looking for artists, writers and translators” before writing a single line of code, drawing a single concept/sketch or doing any actual work.

However, when I started working on Rune Masters I didn’t spend time on making any threads, asked nobody for help. Half of the assets I took from the Internet, half did myself even though lacking experience and skills. I’ve been sitting on this all on my own for over a month coding and taking care of graphics. After that I released an alpha version and most people enjoyed it. That’s how I found a great musician (Chris Sinnott), talented visual artist (Toxotes) and a programmer (waxx) that had more experience than me. Doing that I’ve gained some valuable experience in coding and making graphics, and also formed a great team that I can work with to finish a high quality game. I can see no cons in this case.

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Now fast forward to the day I actually finished the game (I wrote this article when I was still in the middle of development, just touched it up a bit now): Toxotes disappears after a while leaving us with half of the quality assets needed, unable to finish the game. I’ve spent some time practicing art and we came back to the project pushing it to the final release. Chris and Max stayed with me to the end and both were great teammates. Though this story should give you a one more example of potential teammates bringing more harm than good. Even if the person is very skilled for me their personality and dedication is more important than that. After all it’s better to have all quality assets than a few masterpieces that you can’t even use on their own.

While writing your advertisement where you look for the lacking team members, you need to bear in mind a few things:

  • Include a short description of your project with the most essential info: genre of the game, art style (b&w, vector graphics, 3d, isometric, top-down or something else?), short gameplay overview
  • Freeware/commercial
  • Targeted platforms
  • Estimated time in which you want to finish project
  • Who you’re looking for and what you demand from them
  • Contact
  • Screens and prototype download link
  • What you can bring into the project
  • Show your portfolio if you got one

Useful links:

So that’s it for the making a prototype and gathering a team part, next will be organizing your work as a team. Let me know what you think or what you’d like to read about in the comment section.

Don’t forget to subscribe to our blog or like us on Facebook/follow on Twitter to not miss any posts.

________________________________________________________________

If you happen to have 60 seconds of free time I’d really appreciate if you could vote on our project in Indies Crash E3. Just click the button below, press “vote” and confirm your email. Thanks in advance :)

votehere

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Voting now open!

The voting is now open for public, you can help us go to E3!

Proceed to our entry, press vote and confirm your vote in the email you will receive in a matter of seconds.

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Thanks in advance!

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Help us go to E3!

We’ve just been nominated for Indies crash E3, help us go to E3 2013 Los Angeles as a part of this awesome initiative by SemiFormal Studios. You can do this by voting on their website for our project.

You need to go here to get the voting code. And then vote here.

We’d really appreciate your help, E3 is an amazing event and it’d be an honor to attend it.

ATM the voting is not yet public so that’s why you can’t vote without that code, it’ll go open at 24th of April.

Thank you for your support!

 

 

obrazek-ladny-bardzo
Unit feature: Vanguard & Adept

Following troops are a part of Anderian faction.

vanguardadept

obrazek-ladny-bardzo
New name, new website, new project

After a few months of silence we’re back under a new name, since now we’re gonna call ourselves Spiffy Goats. Hence the new website, it was under the development for a long period of time and it’s still not yet finished but it was too painful waiting any longer.

So, about the website. Games page is not working yet, and Contact page isn’t finished but it’ll change, hopefully it’ll happen soon too ;)

Now let’s skip to the most important part, our new project:

Glorious: Companions is a turn-based multi-player strategy set in the conflict-torn world of Navaroth.
You take command over troops belonging to one of the nine different factions. Each has its own engaging story, varied types of units, specific tactics, and unique equipment awaiting for your loyal warriors.
Customize your units’ skills as they level up to discover infinite roads to victory in the game’s complex strategy system.
Glorious: Companions features a competitive system of online gaming in which you will be able to prove the effectiveness of your strategy and dominate other players on the battlefield climbing your way to the top of the ladder.
And whenever you feel tired of human enemies, you can always enjoy instant single player quests where you can explore dark forests and dungeons of Navaroth.

Alpha screenshot

Alpha screenshot