I'm working on the project, soon I'll be posting some advances, I'll be glad to hear what you guys think
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Quote from: Raijinili on July 13, 2015, 11:13:49 pm
Projects often fail because:
1. No implementer. Lots of people have ideas. Not many people can (or rather, are willing to learn how to) implement those ideas. (If you're a programmer in the modern era, and people know this: "I have a good idea for an app, I just need you todo all the actual workcode it up.)
Also, different people like different things about this game. I like that stat growth differences are minimal, but one of the first things philsov did was to make stat growth difference much bigger. Without a consistent vision, you're going to have lots of inconsistent ideas thrown in the mix. See https://en.wikipedia.org/wiki/Design_by_committee.
So if your plan is just, "Let's work together with lots of strangers to make a complicated thing," stop now. You might want to start with a list of things YOU like about it. Maybe write out the design principles before you decide to throw in with not-like-minded folks.
Quote from: Koruten on July 14, 2015, 04:50:44 am
By proper sequel, you mean a hack right, and not a whole new thing?
Also as Raujinili said, you're gonna need to come up with something to work off of, or else you're project is most likely going to fail. Even with the help of strangers, you need something to pitch to them, and have them all agree to your ideas, or ideas they come up with themselves.
Start writing out a script and some scenarios, characters, bosses, do concept art if you can. You're gonna need something to work with.
Quote from: Elric on July 14, 2015, 12:36:14 am
This thread helped me out a lot when I started
http://ffhacktics.com/smf/index.php?topic=6125.0
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