Author Topic: Zarmina  (Read 38253 times)

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Offline pimathbrainiac

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Re: Zarmina
« Reply #60 on: March 07, 2013, 02:49:50 pm »
Most games that get out of demos are made by teams, though...

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Offline DJ Omnimaga

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Re: Zarmina
« Reply #61 on: March 07, 2013, 03:00:23 pm »
Yeah but in the TI community it's different. Solo games takes longer, but they have an higher chance of success because there isn't always 1 teamate suddenly vanishing off the face of the Earth with everyone's work or stuff like that and they are often horribly managed.

The only reason why big team projects like free to play MMORPGs succeed is because money is involved in the end (through ad revenues and in-game items such as experience boosters). When teams work for nothing it seems like there is an higher chance of seeing a member stopping caring althogether.
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Offline Juju

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Re: Zarmina
« Reply #62 on: March 07, 2013, 04:27:36 pm »
That always depends how you manage your project. If you have more than one programmer, always a good idea to put a git repo up to store all the code. But the best is either to work alone (with occasional contributions from others such as graphists and musicians) (Example: Team Shangai Alice, maker of Touhou, is actually a one-man team) or to work in a real studio, but in that case you still have to start somewhere, loan a studio (unless it's in your basement), pay employees (unless they agree to not be paid until money comes in), have a work schedule and stuff like that.

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Re: Zarmina
« Reply #63 on: March 08, 2013, 12:34:18 am »
Yeah in general the most successful team projects for calcs were when only 1 person programmed the game (with someone helping optimize, like Runer112), while another person did the entire sprite work and storyline. But even then it can still fail, like Escheron: Shadow Over Rangaroth, which died because Zera vanished with the story script and most important related info. There really needs to be better management for such project as you say. In E:SoR's case, for example, the entire story and info should have been sent to Iambian right from the start or as it was written down, in case something wrong happened.
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Offline Juju

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Re: Zarmina
« Reply #64 on: March 12, 2013, 11:05:23 pm »
And we began the writing process. I already got 2.5 pages of script (2 cutscenes) written by the lead writer and it sounds pretty awesome to date.

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Re: Zarmina
« Reply #65 on: March 13, 2013, 12:46:32 am »
Good to hear. :) By the way is the lead written a fan of forums, especially gaming/programming/computer-wise? I wonder if he would be interested in updating us as well? :)
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Offline aeTIos

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Re: Zarmina
« Reply #66 on: March 13, 2013, 09:28:40 am »
Who is "we"?
« Last Edit: March 13, 2013, 09:28:47 am by aeTIos »
I'm not a nerd but I pretend:

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Re: Zarmina
« Reply #67 on: March 13, 2013, 03:50:21 pm »
As he told me IRL the other week, he got a friend to help him continue writing the storyline.
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Offline Juju

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Re: Zarmina
« Reply #68 on: March 13, 2013, 05:19:40 pm »
Yeah, we as in me and a lead writer I appointed.

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Offline aeTIos

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Re: Zarmina
« Reply #69 on: March 13, 2013, 05:21:54 pm »
Ah, cool. So you decided which language this is gonna be written in?
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Re: Zarmina
« Reply #70 on: March 13, 2013, 05:24:37 pm »
Right now, it's written in English. The rest still have time to wildly vary.

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Re: Zarmina
« Reply #71 on: March 14, 2013, 09:13:00 pm »
I actually meant the programming language :P
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Re: Zarmina
« Reply #72 on: March 15, 2013, 12:18:18 am »
Yeah, I know. I didn't fixed it yet, but it might likely be some sort of C.

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Re: Zarmina
« Reply #73 on: March 15, 2013, 05:04:07 am »
Is the style still like SNES RPGs with 16x16 tiles and with 2D tilemaps?
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Re: Zarmina
« Reply #74 on: March 21, 2013, 12:23:42 am »
Maybe not. Someone on IRC gave me a pretty good idea, something like 2D SNES-style characters with a 3D voxel background, or something like that. I guess it might be cool, mixing 2D with 3D.

Also update on my blog where I introduce the lead writer. http://blog.juju2143.ca/

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