ouchchaoscauser wrote:bump looking for a new team
good luck with finding one
I am doing a foundation degree in game art and design i start my second year in octoberfritzgryphon wrote:It's nice that you've got a design, but it seems rather vast and vague, and there are no details of implementation. If you started in 2006, it would conceivably take another 10-15 years to flesh out a very specific design and technical document. This might discourage people from joining your team.
On the plus side, 10-15 years, if spend better, could be very productive. I'd recommend some things:
1. Prune the design, particularly parts that are hackneyed or not relevant to the core gameplay.
2. Expect to do most of the work yourself. Plan a curriculum for yourself to learn the necessary skills from online resources and books. Make deadlines for learning specific skills.
3. Specifically decide how features are to be implemented, and in what order. Focus on how each feature will work, instead of how it'll look or sound. Make deadlines for each.
4. When you miss these deadlines, go back to 1.
If you appear to be making good progress on your own, and people can play what you've made, you will have a chance of attracting help.