One more thing: We’d need art and sounds.
Unless someone willing to do it at a acceptable rate, we’ll have an EVE Online with Atari 800 graphics.
I’d still play it, tho.
One more thing: We’d need art and sounds.
Unless someone willing to do it at a acceptable rate, we’ll have an EVE Online with Atari 800 graphics.
I’d still play it, tho.
Artists should be throwing themselves at developers that make EVE Online with Atari 800 graphics. Just think of the portfolio they would have! Cheers!
It’s a nice idea, but this doesn’t really work out pretty well
It should better be like: one has the source repository on github, gives the base code for the engine and the game idea and we give the game-code, which is gameplay content and not engine stuff…
And I’m sure this wouldn’t work, because only 1 / 100000000000 of our community would want to participate then…
With all due respect, such projects are a n00b-magnet.
Everybody with an ounce of experience in working in a team will know it is infeasible.
So, I should rewise my mathematical calculation:
[i]`[Participants] = 1 / 100000000000 * [Community members] + 1000 * [n00b]
So Satan is pregnant in this game ?
Obviously! Now that he’s become a woman by Blizzard’s doing, it’d be too much of a change to make her male again.
Wouldn’t this be sort of too unorganized? It would honestly get really out of hands, and to get a better organized team, you should hold some sort of contest or something to get the best of the community to work on it. Of course, it should be opensourced on github or something so people can still make suggest changes etc.
That’s the idea. Make a Nonsense game full of wtf elements, because creating a masterpiece would be impossible, as the Overlord stated.
The best idea would be for 1 person to completely develop the engine, then have everyone create their own content. Then it could come down to the community to vote whether to add in the ‘mod’ or not, therefore developing the game without being a n00b-magnet.
n00b Magnet ??? ??? ??? ??? ??? ??? ??? ??? ??? ??? ??? ??? ??? ??? ??? ??? ??? ??? ??? ??? ??? n00bs
A completely mod-content game could be Awesome.
Hmm, why not make a 10 second game or something? Everyone gets to contribute their own minigame using a library that handles the LWJGL/Libgdx setup, and then you play through these high-paced little games and try to gather a high-score. Something like Four Second Frenzy but with more seconds and more interesting games: http://armorgames.com/play/14/four-second-frenzy.
+1
That can probably work. I like that idea. It is not a competition, and not everyone has to join. Though it probably won’t be a “mini-game” once this community is done with it. :
I don’t see this working… ever.
I’m already working on a project with a close mate i’ve known for years. It is just two of us, and there are times, very frequently where we want to rip each others throats apart. Imagine doing this with a community of 100’s of people who barely know each other.
Rather than making a game, i’d be happy to contribute to a codebase for a general purpose world editor with modular plugin architecture to be able to be plugged in with existing projects written in LWJGL/Java2D/openGL.
[quote=“DrHalfway,post:22,topic:40125”]
Having a small team of programmers that do not know eachother, working on the same codebase, regardless of whether it is as game or an editor, will be such a chaos that before long everybody will have left as it was pure agony. What you need to work together is to be in the same room, discussing plans and designs before and during coding.
[quote=“DrHalfway,post:22,topic:40125”]
Try to seperate the tasks, so that there is minimal overlap in code that is worked on by each team member, using interfaces to make the modules communicate.
The best idea would be for 1 person to completely develop the engine, then have everyone create their own content. Then it could come down to the community to vote whether to add in the ‘mod’ or not, therefore developing the game without being a n00b-magnet.
Actually, that would work. The key is to come up with an overall plan and break the work into almost standalone tasks. Ideally each task is assigned to an individual. The team requires a strong leader. While everyone can contribute ideas, the team leader must filter and meld them.
If you think of how Apple, Microsoft, Facebook, Dyson etc. got started, each was formed from one or two people with a good idea, who created the first prototype between them. Having shown that the project is viable, they could draw other people and funding to the team. This requires people skills as well as technical skills, to make the difficult transition. Look at Marcus Pearson Persson to see how it’s done.
I think a community project with a pre-defined theme, made from a predeveloped core game engine, would work. As you say, it would be like doing a mod for a commercial game. The big problem would be art assets, since we are mostly programmers here. It would also need a level designer, which is actually more work than the game code. The most obvious solution would be to do a retro-style game, in which programmer graphics are expected. We could have a common art repository for player character art, so as to maintain some commonality across levels. Each level would need to be standalone and the plot loose enough to withstand the loss of levels, as people would drop out.
The drawback is that most people contribution would be as level designers rather than programmers. Would that actually capture people’s imagination? Maybe the game engine could have plug in AI modules, to give more programmer interest. Maybe plug in custom animations. It’s making me think how such a modular design would look.
We could do a 2D platformer. Everyone shares the same game engine and character art assets, but designs the level from a fixed set of platform assets, which can be reskinned for each level.
It might be fun to do a ‘Robot wars’ style competition. There is a standard Arena game engine. A class is written that encapsulates each players robot animation and AI. Some standardization of attack strength and frequency would be required to keep the playing field level. This would allow everyone to do some programming, artwork and sound effects in a common framework. We could have head-head or general melee.
Anyway, the ‘How’ is more important than the ‘What’.
Marcus Pearson
As a Swedish pe(a)rson, I chuckled at this.
Cheers!
There was actually a law invented to explain why community projects fail:
“The Law Of Diminishing Marginal Utility …”
(where x is the time invested, and y is the marginal pleasure of thinking “im the best coder in the world, look at my output”)
Seriously, the reason why bigger collaborative (unpaid) projects fail, is because the
returned pleasure of adding stuff reduces the more others contribute and the bigger the project gets.
Added (especially code) changes are likely to be small, and need to yield many contraints to keep it fitting in.
Plus the coordination between all members eats up on the time … time taken away from actually producing stuff.
Competitions are better here, since many people can contribute their own ideas to the project (which is the list of competition games)
Hmm, why not make a 10 second game or something? Everyone gets to contribute their own minigame using a library that handles the LWJGL/Libgdx setup, and then you play through these high-paced little games and try to gather a high-score. Something like Four Second Frenzy but with more seconds and more interesting games: http://armorgames.com/play/14/four-second-frenzy.
I like this idea.
I just played this 4-second frenzy, and the games are utterly crap.
I’m sure I (and lot of people here) could make in an afternoon a better game than most of those. Maybe it can be a good showcase of java gaming.
The games from 4k linked together are way better than the four second frenzy.
There was actually a law invented to explain why community projects fail:
“The Law Of Diminishing Marginal Utility …”
(where x is the time invested, and y is the marginal pleasure of thinking “im the best coder in the world, look at my output”)Seriously, the reason why bigger collaborative (unpaid) projects fail, is because the
returned pleasure of adding stuff reduces the more others contribute and the bigger the project gets.
Added (especially code) changes are likely to be small, and need to yield many contraints to keep it fitting in.Plus the coordination between all members eats up on the time … time taken away from actually producing stuff.
Competitions are better here, since many people can contribute their own ideas to the project (which is the list of competition games)
Ouch. Yeah so even when you get past the biggest problem (getting someone to step up and act the project lead) you’re still flying at warp speed towards a wall.