If this is your first visit, be sure to check out the
FAQ by clicking the link above. You may have to
register or
login before you can post: click the register link above to proceed. To start viewing messages, select the forum that you want to visit from the selection below.
| 23 NOV 2005 at 3:56pm |
SkyeSorcerer Apprentice


Posts : 348 Joined: 20 OCT 2002
Status : Online | Originally Posted By MarkSA (23 NOV 2005 8:18am) I am still working on the game. As it has become an epic it will not be released until next year sometime.
I also have a forum on the website. Isn't it amazing how these little game projects seem to blossom in monstrous endeavours ! I figured I'd have mine done last year, boy was I mistaken
Hope you can get yours finished before you run out of steam. Those last few 'miles' seem sooooo long
Skye
Indie Developer of Scavenger Hunter&&The Replayable Adventure Game!&&- 4,446 scenes, 5,796 overlays,&&- First Indie Adventure Game&& To Use A.I. Randomizer Technology,&&- 7 years in the making!!! RELEASED !!!&&&&Order yours now at:&&[url]http://www.Sagewood-Software.ca[/url]
|
| 23 NOV 2005 at 4:42pm |
IviniaGuild Master


Posts : 4459 Joined: 7 JUN 2003 Location: US
Status : Offline | LOL, 'became an epic'. Back in the corporate world that's called 'scope creep'. You start off with something simple and keep adding unforseen elements trying to make it do more. Eventually it collapses under its own weight if you aren't careful.
If it does survive, then its usually so complicated that no one can use it and its filled with bugs - and doesn't do what its was originally supposed to. Steve Ince can tell you that this is where a good project manager is essential.
Hope it works out for you guys!
|
| 24 NOV 2005 at 9:21am |
MarkSAIntergalactic Janitor


Posts : 76 Joined: 11 OCT 2003
Status : Online | I am quite aware I probably have bitten off more that I can chew.
I am not able to work on it full time as I'd like. The main reason for the delay.
Maybe a good project manager wouldn't go amiss
I see it this way, if someone takes over and tells me what to do, the chances are the project would take even longer.
I am not very fond of control merchants and the world as I have experienced is full of them.
If it falls down under it's own weight so what? I have learnt hell of a lot.
Thanks for the support
|
| 24 NOV 2005 at 6:13pm |
IviniaGuild Master


Posts : 4459 Joined: 7 JUN 2003 Location: US
Status : Offline | Not doubting you two at all here.
Its just that when I hear things like 'epic' and a one-man (or woman!) project I get really bad memories of my own unfinished projects.
My only unsolicited advice I offer is to understand your limitations. If you want to proceed past them, either get help in that area or scale it down. If you look at a lot of the indie AG efforts created by a single person, the really successful ones were done by people who stayed within their limits.
Look at Darkfall. Jonathan Boakes is a great artist, but computer generated people were probably not his strong point (at the time at least). At the very start of the game you run into the ghost of a child. Had it been me or most other people we probably would have tried to create a ghost that showed up visually. Jonathan just used a voice. Same thing with the train going through the station. Most would have spent a huge amount of time (and development costs) modeling a train. Jonathan did it again with sound. In both cases, he went with a much simpler approach which was even MORE effective than if he tried to show them. I have a clear picture in my head of that child and the train - yet I never saw them.
Look at Scratches. Agustin knows his limitations and went and got people around him that could do the things he can't. He doesn't do music. But he went out and got someone who could - Cellar of Rats. The mood music and sound in Scratches is probably the BEST I've ever experienced in a game.
The point is to never underestimate the power of peoples imaginations to 'fill in the blanks'. If you feel overwhelmed trying to do something - stop. Think it through. Is there an easier way to get the point across that is much simpler to implement?
|
| 24 NOV 2005 at 11:13pm |
SkyeSorcerer Apprentice


Posts : 348 Joined: 20 OCT 2002
Status : Online | Originally Posted By Ivinia, God of Confusion (24 NOV 2005 6:13pm)
At the very start of the game you run into the ghost of a child. Had it been me or most other people we probably would have tried to create a ghost that showed up visually.
It sure is nice to know that there is someone out there who understands why an indie developer may choose not to add something to their game.
I am somewhat concerned that I will get some flack about the fact that I have no characters in my game. If I had a decent version of Poser (I have version 1 :'( ) I might have taken the time to add a few characters here and there. Instead, I have worked the game in such a way that I can reasonably convincingly explain why the game has no characters.
As far as scaling down a project, I agree completely. I was originally planning on making a game with 18 separate little worlds you could visit. When I realized just how long it took to both create, render and set up with puzzles etc. I scaled back to 1/2 that size. It has still taken me slightly over 2 years to get everything done and I would not have had the enthusiasm to carry on much longer.
Skye
Indie Developer of Scavenger Hunter&&The Replayable Adventure Game!&&- 4,446 scenes, 5,796 overlays,&&- First Indie Adventure Game&& To Use A.I. Randomizer Technology,&&- 7 years in the making!!! RELEASED !!!&&&&Order yours now at:&&[url]http://www.Sagewood-Software.ca[/url]
|
| 26 NOV 2005 at 12:15am |
MarkSAIntergalactic Janitor


Posts : 76 Joined: 11 OCT 2003
Status : Online | Sometimes little things make a game.
I am trying to work within my limitations. Budget and technology. I believe I have a good imagination and computer has enabled me to express it.
In my experience no matter what game there is, somebody always has a complaint against it. I have enjoyed playing most of the games I have, mainly because I look to be entertained and to see how it was put together.
There are quite a few games that are underated and a few that are overated
|
| 26 NOV 2005 at 3:33pm |
SkyeSorcerer Apprentice


Posts : 348 Joined: 20 OCT 2002
Status : Online | Originally Posted By MarkSA (26 NOV 2005 12:15am)
I have enjoyed playing most of the games I have, mainly because I look to be entertained and to see how it was put together.
That's my feeling too. I've only been disappointed by a couple and that was because they were just to difficult to master
Skye
Indie Developer of Scavenger Hunter&&The Replayable Adventure Game!&&- 4,446 scenes, 5,796 overlays,&&- First Indie Adventure Game&& To Use A.I. Randomizer Technology,&&- 7 years in the making!!! RELEASED !!!&&&&Order yours now at:&&[url]http://www.Sagewood-Software.ca[/url]
|
| 26 NOV 2005 at 4:21pm |
IviniaGuild Master


Posts : 4459 Joined: 7 JUN 2003 Location: US
Status : Offline | Originally Posted By MarkSA (26 NOV 2005 12:15am) In my experience no matter what game there is, somebody always has a complaint against it.
I find that to be more true with AGs than any other genre. 1st person vs. 3rd person, puzzles vs. inventory etc. With AGs you can practically guarantee that at least half the people won't even give it a try because of those things. Kinda sad actually.
I agree, in the end, do what you like best and most of all - have FUN doing it! .
|
| 28 NOV 2005 at 8:21am |
MarkSAIntergalactic Janitor


Posts : 76 Joined: 11 OCT 2003
Status : Online | Yep some games are difficult to master.
Skye, there is a version of Poser that is free from Daz3d. DazStudio. iT is there own version.
It has a good Gl render engine in it.
It imports most poser stuff, but I don't know about Poser1 though.
There is Michael 3 and Victoria 3 for free on Daz
AG's are no worse that others
There is no point doing something that isn't fun
|
| 4 FEB 2006 at 9:47pm |
MarkSAIntergalactic Janitor


Posts : 76 Joined: 11 OCT 2003
Status : Online | Still working on the game in between the hot days and other commitments
Will be posting new screenshots soon
|
| 22 FEB 2006 at 8:02am |
MarkSAIntergalactic Janitor


Posts : 76 Joined: 11 OCT 2003
Status : Online | New screenshot on the screens2 page, otherwise still making progress on the game.
|
| 25 FEB 2006 at 8:48pm |
Dreamerz GraphicsIntergalactic Janitor


Posts : 3 Joined: 25 FEB 2006
Status : Online | Hey MarkSA Very Impressive graphics Keep up all the good
Dreamerz Graphics 2006©
|
| 20 APR 2006 at 11:23pm |
MarkSAIntergalactic Janitor


Posts : 76 Joined: 11 OCT 2003
Status : Online | Still making progress on the game.
Soon I am going to run a competition.
The competition will be the best name for a new character in the game. The winner will recieve a copy of the completed game.
I will post more details soon.
|
| 25 APR 2006 at 4:01am |
MarkSAIntergalactic Janitor


Posts : 76 Joined: 11 OCT 2003
Status : Online | The Competition is now on
Details:
Select a name for the new character (image on website).
http://www.questforutopia.iinet.net.au
Note the page may take some time to load, please be patient
Image at bottom of page
The 3 best names win a prize. The best one gets their winning name used for the character in the game and a full version of the game.
Name needs to be full name
1st place gets a full version of the game.
2nd place gets a demo sent to them before anyone else.
3rd place gets an animated screensaver from the game.
Hint: The person in the image isn't exactly a nice person at all. Likes to hurt people for a living.
Competition runs for seven days.
PM me your names
Have fun
|
| 25 APR 2006 at 3:52pm |
ShanyGuild Master


Posts : 3313 Joined: 19 JUN 2003
Status : Online | A couple of questions:
1. Does the character need a full name, or do you just want a private name?
2. Where do we need to send the answers to?
Also, you should have said that the image is at the bottom of the page...
|
| 16 MAY 2006 at 6:39pm |
David_QuestDomeIntergalactic Janitor


Posts : 51 Joined: 24 APR 2005
Status : Online | BO shouldn't you have a game development journal to share your progress with the comunity?. Let us know how the development worked so far(in detail). Many could find it usefull
|
| 17 MAY 2006 at 3:41am |
MarkSAIntergalactic Janitor


Posts : 76 Joined: 11 OCT 2003
Status : Online | I do have some sort of development journal on the website.
Most news I just post on the default webpage.
Who would want to read an in depth development journal anyway?
|
| 18 MAY 2006 at 4:31pm |
David_QuestDomeIntergalactic Janitor


Posts : 51 Joined: 24 APR 2005
Status : Online | well, this section of the forum is called developer's zone, so...
|
| 9 JUN 2006 at 4:23am |
MarkSAIntergalactic Janitor


Posts : 76 Joined: 11 OCT 2003
Status : Online | A little bit of news I have been working on the asylum part of the game and it is coming along quite well.
|
| 3 JUL 2006 at 3:46am |
MarkSAIntergalactic Janitor


Posts : 76 Joined: 11 OCT 2003
Status : Online | Currently working on a demo
|
| 24 AUG 2006 at 2:03am |
MarkSAIntergalactic Janitor


Posts : 76 Joined: 11 OCT 2003
Status : Online | Working on the final stage of the demo
|
| 7 SEP 2006 at 9:54am |
MarkSAIntergalactic Janitor


Posts : 76 Joined: 11 OCT 2003
Status : Online | The demo is finished but I need somewhere to upload it.
My website isn't big enough to host the file.
Size is 58 meg.
|
| 7 SEP 2006 at 1:07pm |
Alan ThornSorcerer Apprentice


Posts : 240 Joined: 8 JUN 2005
Status : Online | Hi,
Good to see more indie work. I have some spare space on my web site which you're welcome to use temporarily so people can download your demo. Let me know
Thanks.
|
| 9 SEP 2006 at 11:03am |
MarkSAIntergalactic Janitor


Posts : 76 Joined: 11 OCT 2003
Status : Online | The offical demo is now available at FileFront
http://files.filefront.com/QFUAsylumDemoexe/;5480596;;/fileinfo.html
I will put up a secondary link thanks to Alan Thom soon.
secondary link
http://www.alanthorn.net/utopia/
|