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Test_Tube_Games



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  29/03/2004
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24th April, 2004 at 19:15:12 -

I have a problem or 4 ...

1. Dont have the skill to code the game yet...

2. Will need an artist of some skill to draw the many sprites that would be needed...

3. Would need help with internet site building < and for getting multi online playing done >

4. and lastly someone who could make some pretty cool music.

So what should i do, make the idea public so someone else can take a shot at the project ?

try to build a team around me to do what i cant do < which is everything, i would only be doing the storyline and game concept / design >

moth ball the idea until i get more skills under my belt and maybe come back to the idea later on ?


what would you guys do, I really like this idea, but i also know at the moment theres more chance hell will freeze over before i could code such a game....

damn my feeble skills

 
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taco ( Crobasoft )



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  04/04/2004
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24th April, 2004 at 19:21:25 -

If the idea sucks, don't do it.

 
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Test_Tube_Games



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24th April, 2004 at 19:23:42 -

well if i thought the idea sucked I wouldnt have a problem



 
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Cybermaze



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24th April, 2004 at 19:23:52 -

Well ... DUH! ... if the idea is good ... it dont suck ...

I think you should put the idea on hold and become better yourself ... then when youve proved your skills a bit more (by showing off your games) it will be easier to find someone who would like to help you.

Good luck!

 
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25th April, 2004 at 05:51:12 -

if i were you i'd definetly wait a bit and improve your skills.

i had this dilemma with the game i'm currently working on, i wanted to code it when i hardly knew anything about klik stuff, but now i know loads more and i've chosen to restart it anyway, just because i can make it so much better.

 
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The Chris Street

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25th April, 2004 at 08:14:09 -

Yes, wait. Theres no point in getting others to do the hard work for you. When you finish the game you'll feel a hollowness for not doing it yourself. Don't be over-ambitious. Start off with stuff you know you can do.

 
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:JULI@N:



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  14/07/2002
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25th April, 2004 at 12:44:45 -

or yeah, post the idea maybe someone wants to do it.

 
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BeamSplashX

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28th April, 2004 at 14:45:40 -

I have the same problems. Just make a simpler version of the game (like in one of my games, I made the character part of a squad instead of commanding it). Try to make a simple game, but add some fun extras, like cheats. I wanted to do that for my first game, but I got lazy. Above all, DO NOT get lazy for your first game, it leaves a bad first impression.

 
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Muz



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29th April, 2004 at 22:22:43 -

Here are my suggestions...
1. Just code it. Code the damn thing! Seriously though, just try to. You'll gain experience and realise where you make mistakes and can then figure out how you can fix them. Release a beta version, find out what people think about it, thank them, and wipe your game off the internet if you get too many negative comments. Then improve on what you're missing and repeat. Then if you find too many flaws in your code, just rewrite the thing from scratch.

2. As I've seen in the community, people are either skilled at coding or graphics. Few people actually master/do both. Even those who do slant towards one side. See what your best at and do just that. Oh, and once you've released an alpha version of the game, hiring out artists would be no prob, just as long as it's ok.

3. I think I wrote something on that in my Click FAQ. Look for the URL in one of the forums .

4. Just a hint... few people even notice the music, much less bother with it. I think that it's one of the most important parts of a game if done right, but I'm a music lover. Point is, if you're not gonna make it superb, then just make it half-arsed. Nobody will notice, unless of course, you rip off some popular song.

Or just do what many pro companies do. Forget about it.


If this is your first game, just go ahead with it. My current 'masterpiece' I'm working on is a remake of my very first game. My first game was pretty poor, but I loved it and everyone I knew at the time loved it for being a unique thing in the KNP world of platformers and shooters (technically it's still a shooter, but a 'different' type).

And if there's anything I've learned from working on the game of your dreams it's that it takes a really really long time. But if you love it, it'll be finished some day.

 
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Muz



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30th April, 2004 at 05:04:22 -

BTW, what is your brilliant idea? It could just end up another scheme you thought up that some other guy's already marketing. I remember when I thought up some idea for a RPG/RTS game, and Blizzard stole it.

 
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Assault Andy

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30th April, 2004 at 06:55:21 -

Just set your goals lower but don't forget your dream game ideas. Once you get better then you should attempt a game that you have been thinking about for a while and don't stuff it up because you made it when you weren't very good at clicking.

 
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istvan



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  03/07/2003
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30th April, 2004 at 07:10:36 -

Or perhaps when you become a better kliker the idea might not seem so great after all. So maybe it is best to start now, and if the idea IS good enough than it should survive any creators Noobie-ness
And you can always make millions of deluxe versions, with very little differences and claim them as completely new games!...commercial makers do it all the time. haha.

Good luck with the projcet Mr. Impact_Designs!

 
'oh yeah? he's thrown a kettle over a pub, what have you done?'

Muz



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30th April, 2004 at 08:08:13 -

* Muz recalls the all that time at school discussing The Sims expansion packs

 
Disclaimer: Any sarcasm in my posts will not be mentioned as that would ruin the purpose. It is assumed that the reader is intelligent enough to tell the difference between what is sarcasm and what is not.

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