Fan made projects related to MLP

Search /collab/ threads

Name  
Email  
Subject  
Message  
File     
Embed    
Password  (for post and file deletion)

File 133988413665.jpg - (4.78KB , 133x142 , Recruitment.jpg )
39713 No. 39713
Hello, pony-bros. I am here today to introduce a new, never before seen action platformer concept! However, I need help to make it happen. Talented programmers, artists, animators, and voice actors are all needed to make this game possible. Link to the planning sheet is below. If you want to apply or just ask questions, feel free to reply!

https://docs.google.com/document/d/1pVAQFqD8v9eiEWRIcRgWOjX-QZcMgvetOy-k7f8Wkh4/edit
Unspoiler all text  • Expand all images  • Reveal spoilers
>> No. 39714
This sounds like an incredibly ambitious, yet potentially possible project.

Out of curiosity, are you any of the things you said you're in need of?
>> No. 39715
File 133989250669.png - (672.03KB , 2812x1932 , Zacrilege.png )
39715
Soo, demons? I am dealing a lot with those lately. I think I could voice act a demon possibly if you need that. Or another male character if there is any. But demon voices I know for sure I am good at.
>> No. 39722
>>39715
Well, I'll a high-pitched, snarly voice ("Incoming hostiles!", "You're dead!", "I hate everything..."), a deep-pitched, stupid sounding voice
("I'LL MACE YOU GOOD!", "I HATE PINK!", "BIG WORDS MAKE MY BRAIN HURT!"), or a deep, generic "Ultimate Evil" voice for Tirek. I'll need a Youtube video of your voice first, for considerations.
>> No. 39723
File 133990412945.gif - (217.70KB , 500x500 , IDunnoLOL.gif )
39723
Well, I'd consider myself to be the lead (and only) designer for now, and I have ideas for enemy designs, but I draw like a stoned toddler.
>> No. 39727
Ok, well, I can easily do deep voices heheh. Youtube? I haven't made a youtube video where waiiit....I have made a video where i accidently laughed and said NO! in the middle of it....with my normal voice that was like when i was....no, ill just say it was 2 years ago when i was 9th grade i think [no i think that be 3 years now] but i can try a new one
>> No. 39728
>>39723

While this sounds like an awesome project, it's doubtful that you'll find much help if you yourself can't really contribute anything.
>> No. 39747
Well, personally, I'm providing all of the ideas for the game at this time. The document also showcases the most interesting parts of the game, in order to attract potential team members. However, the game is very, very far from complete, and I'll never be able to do it on my own. Hopefully, I'll be able to assemble a team that meets via internet to discuss ideas and add them to the game.
>> No. 39749
Actually, I meant to show that there are more ideas for the game, they're just not in the document.
>> No. 39752
File 133996727898.png - (524.82KB , 953x882 , costanza.png )
39752
>>39747
Being an "ideas guy" is not contributing.
>> No. 39754
>>39747

"Ideas Guys" are hated and segregated on sight around here.
Basically because all what an "Ideas Guy" does is talking while expecting that others do all the work so he could just pick the finished product for instant Internet Fame.

To put it even more simple: unless your first project posts includes a demo, advanced work samples or any other kind of proof that you will take care of a huge chunk of the project all by yourself, the community will hate you forever.

Mostly because the first part of the rules for /collab/ clearly says "We are not your slaves" which is something that all "Ideas Guys" blatantly ignore and try to justify with all their might.
>> No. 39756
File 133997238262.png - (380.19KB , 601x623 , 133816012078.png )
39756
>>39754
As long as the user shows actual contribution in any way, you will be respected for it. It doesn't have to be advanced - PonyCraft is getting by with simple placeholder graphics.

But yeah... A person simply putting their ideas to paper, no matter how enthusiastically written, and then asking for a bunch of other people to actually make the game is not something we like to see.

People who work purely on game design are a valuable asset. But real game designers don't just type up big documents - they actually make games.

/collab/ has guidelines. We're not as strict as /fic/ with our creation standards (believe it or not), but we would like you to follow them nonetheless:
https://docs.google.com/document/d/1ExhCvTQar75bNHlOhEo6V-HgjWMb18lzZsiWNbaWSFk/edit
>> No. 39758
So TANK BUSTER is b basically the video game designer- this is what is expected from one based on career information from the state of Oregon

Video game designers write the blueprints for computer games. They decide the mission, theme, and rules of play. They write a document which fully explains what will happen in the game.

Most video games are developed by teams of workers. Usually there is a lead programmer and a lead designer. In addition there are artists, musicians, and a lot of programmers. The lead designer develops the overall concept and feel of the game. Depending on the game, the lead designer develops a story line or rules. For example, a game with characters and a goal needs a story line. It determines how the characters get to the goal and what happens to them along the way.

One of the main tasks of the lead designer is to produce a "design document." In addition to the story line, this document contains charts, graphs, and sketches. The purpose of the document is to explain the vision of the game in detail. This way the programmers and artists know exactly what their tasks are. The lead designer is unlikely to create all of the art or design samples in the document. Instead the designer generally assigns this work to other game designers called level designers. These designers work on their assigned projects and meet with the lead designer to discuss their work. In the end, the design document can be hundreds of pages long. Surprised by all this writing? Most people are. Of course designers also spend a lot of time evaluating games as they develop

Designers need excellent writing skills...While designers don't need programming skills, they do need to understand technology. Often designers need to figure out how to solve a situation where the parts of the program are in conflict. For example, loading certain graphics may slow the game too much. Designers need good analytical skills to understand and solve these types of problems--after conferring with their coworkers. In addition, designers need to be flexible. Sometimes they need to change the story or design as flaws are discovered.

Specific Work Activities

The following list of occupational tasks is specific to video game designers.
Create design documents. Map out key themes, plots, characters, and settings.
Test ideas by writing short scripts, narratives, and sketching storyboards.
Train and assign tasks to game programmers, animators, musicians, and testers.
Coordinate video game testing in order to evaluate games as they are being developed.
Write user manuals for game testers.
Edit and add features to video games as needed.
[i left some of it out as it does not apply]

Common Work Activities

Video game designers perform the following tasks. These tasks are common to many occupations.

Think creatively.
Get information needed to do the job.
Use computers.
Develop goals and strategies.
Establish and maintain relationships.
Communicate with supervisors, peers, or subordinates.
Make decisions and solve problems.
Organize, plan, and prioritize work.
Provide information or drawings about devices, equipment, or structures.
Judge the value of objects, services, or people.
Communicate with people from outside the organization.
Explain the meaning of information to others.
Develop and build teams.
Identify objects, actions, and events.
Process information.
Update and use job-related knowledge.
[left some out since it does not apply, and some in that may not apply-not sure]

And lastly

Skills and Abilities

Video game designers need to:

Communicate

Listen to programmers and creative staff, understand, and ask questions.
Read and understand work-related materials.
Express ideas clearly when speaking or writing.
Reason and Problem Solve

Think of original, unusual, or creative ways to solve problems.
Analyze ideas and use logic to determine their strengths and weaknesses.
Think of new ideas about a topic.
Judge the costs and benefits of a possible action.
Understand new information or materials by studying and working with them.
Use Math and Science

Use math skills to solve problems.
Manage Oneself, People, Time, and Things

Manage the time of self and others.
Check how well one is learning or doing something.
Decide how to spend money to get the work done and keep track of how the money was used.
Motivate, develop, and direct people as they work.
Obtain needed equipment, facilities, and materials and oversee their use.
Work with People

Be aware of others' reactions and change behavior in relation to them.
Solve problems by bringing others together to discuss differences.
Persuade others to approach things differently.
Use several methods to learn or teach new things.
Look for ways to help people.
Work with Things

Analyze needs and requirements when designing games.
Determine the tools and equipment needed to do a job.
Test and inspect video games. Evaluate quality or performance.
Perceive and Visualize

Identify a pattern (a figure, object, word, or sound) that is hidden in distracting material.
Quickly and accurately compare letters, numbers, objects, pictures, or patterns.
Imagine how something will look if it is moved around or its parts are rearranged.
[i just copied the whole thing this time without looking through it-some may not apply in this case]
>> No. 39769
File 133998684967.png - (164.21KB , 500x358 , 6y34b4.png )
39769
>>39758


Let's not add confusion by pretending that a complete newcomer is at the same level of a professional game designer who went to college and is being paid to work with the pros.
>> No. 39772
>>39769
never did say the education requirements-but i believe you just need a high school diploma and work through some other jobs first-like testing, art, or programming
>> No. 39779
>>39772

No, all what you need to be taken seriously here (and in any other place) is doing things instead of talking about them.

This board is meant to be used as a place to share projects halfway done, not to talk about wishlists or to try to fish some free servants and put them to work in exchange of absolutely nothing.

People like that comes here all the time and they desperately try all kind of silly antilogic or hyperboles to comvince everypony that despite knowing nothing and being capable of nothing, they are very wise and important, so working for them should be considered a big honor and things like that.

The guidelines pinned on top of /collab/ were created to prevent that, but people just ignores them and keeps saying the same things over and over again: I want, I wish, I need, I say, I, I, I.
>> No. 39781
>>39779
Ah, oh well-don't matter to me much
>> No. 39782
I'd be very interested in trying out for some of the mane six, but I noticed one, that you don't have any base team, and two, while the lines are up for auditions you don't have any audition deadline and you say that you won't begin casting until progress is made on the game.

Why don't you get your core team of artists and programmers together first, and take off the voice casting information until you're actually ready to cast? I'll keep an eye on this because it does look interesting and ambitious...but just doesn't have anything to make it seem like it will actually happen. When I see evidence that the game is actually going to be made, and casting officially starts with a deadline, I'll try out.
>> No. 39820
File 134008404163.png - (50.32KB , 252x168 , White box.png )
39820
>pic related

A voice actor, you say? Count me in like the Count counts countable items. It seems there are quite a few male characters in this, no?
>> No. 39821
>>39820

Addendum: are these lines a rough draft, or a final version?
>> No. 40086
Okay, seems like I'm getting an overwhelmingly negative reaction. Guess the project's shelved for now. Also, I would've tried to be a designer, holding Skype meetings to concern issues and brainstorm ideas. I certainly wouldn't try to take the credit and run.
>> No. 40087
Yeah, project's cancelled. Sorry for being a waste of bandwidth.
>> No. 40088
>>40087
Don't let it bring you down.
Thing is you can't just come up with an idea. You'll always need some art, or at least some application showing off some of the features you want to have.
And it's also important for you: you can't really know if you're gonna go through a project until you've worked on the first pieces of it.

If you have ideas, and you want to work on videogames, the best thing to do is work on your videogame-making skills.

You also have to do the things in order: there's no point in looking for voice actors if you don't already have something to voice. If the project is canceled, they would just have worked for nothing.
You can't start the actual game development before having a game-engine ready.
>> No. 40094
>>40088

Actually, let him cancel this for good.
Just as he was told, merely being "the ideas guy" is never enough to make a project work, and at least he was mature enough to realize and admit this.

If you want to make a game project, you should get sure to have the bare minimum skills to carry a big chunk of the work all by yourself, otherwise don't even try. It's even written on /collab/ project guidelines, which means even the Mods agree with this.
>> No. 40118
I can do voice work. I've been told I do good characters, especially creepy or humorous characters. Maybe not so much for the serious, protagonist characters but I'd try for that too if you want me to.
>> No. 40119
>>40118

He just said he was going to cancell this project because he didn't had the skills to make it true.

But other projects could use your voice work anyways.
>> No. 40138
You've got a good start on the project description, but it could use some more fleshing out. The "gameplay" section is pretty good, and sounds similar to something like Diablo, Torchlight, or Bastion. I'm a big fan of all three, and would love to see something like that with ponies. Provided that lines up with your concept of how the game works (your description of it as a "platformer" would appear to be at odds with what I'm imagining in my head), I'd be down with offering my abilities as a programmer should things progress to that point.

Two caveats: First, I'm a Linux developer, so for me to be of any use to this project, the game would need to be cross-platform (not really a problem since you're still at the design stage). Second, I'm a systems programmer, not an application programmer -- you'd still need somepony who knew the ins and outs of working with rendering engines.
>> No. 40147
>>40088
>>40138
Thanks for the support. I'm planning on getting a degree in game design, and I've already picked out classes to support that. Maybe the project could wait until then, when I have the experience, but there's a chance that Mulp-Fim will be over by then. Indefinite hold is the best option, it seems.
[Return] [Entire Thread] [Last 50 posts]


Delete post []
Password    
Report post
Reason