The Game Process
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March 4th, 2013, 05:42 AM
Join Date: Jul 2012
DigiPen, eh? Hardcore. Well, it is most certainly interesting hearing the principles and methods that trade school teaches by. I'm sure there's much that this community would benefit from in its teachings. It makes me glad that some Pokemon fans among us decided to carry over their interest to pursue the craft behind the wonders that inspired them to begin with. Make a real Pokemon game, will you? ;>
...oops, that's a different topic. Now I'd like to say that when it comes to software design in general, it's a well-known issue that software design is hard to track, with a very vague "solution" condition. 90% syndrome, the "wicked problem", etc. etc. It's a subject of its own to deal with that kind of problem. I've observed that people really seem to like 'agile' around here irl. That being said, subversion, or /some kind of version control/ is really helpful for minimizing mistakes. Subversion is nice, although I tend to lean on the side of Git too, using it mostly for backup (Game project or not). In a nutshell, people tend to like it better than subversion because backing up your changes to a repository is treated as a different action from imposing your changes on other people, and it (sort of) works offline. Some fangames I've seen use it. Pokemon Online (the battle sim) is open source on github actually (which is awesome).
I kind of think overscoping and hyping is... inevitable here. XD If anything, bringing that to light and learning to get a grip on the proper points through that kind of failure leads to good experience. Not everyone is at the same level in an online community. There's some times when I thought a project was overscoped, but whoever was doing it would prove me wrong by his or her own tenacity. At that point it became a case of proof-of-concept and there's less reluctance against jumping on. That being said, it does seem like a good idea for people to slowly let others in as the time comes. If they want anyone at all, that is...
Some games have had just one dev here and they've got the consistency of vision and quirk reminiscient of a single-author book. Lol, SPEE...
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