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Strategy Game Collaboration

Name: =+=*=F=R=O=Z=E=N==V=O=I=D=*=+= !frozEn/KIg 2009-07-19 0:46

Experimental RTS/Space sim Collaborative Coding Project.
The goal is to design a game with structure/settings/balance of Starcraft and scale of Eve Online(i.e. huge space battles, space empires,etc).
Though this wouldn't stop anyone from contributing code/feedback/criticism, i'll be coordinating the project.
All code/ideas should be posted in this and subsequent threads which i'll start as needed.
step #1: We will collaboratively create a name for our project.
Each suggestion must explain why this name fits the project and why its better then any other generic name.

Name: Anonymous 2009-07-20 2:20

This is just insanity. Don't you ever wonder why there are so few open source games out there? It's because they cost *millions of dollars* to make. A publisher pays a team of developers to work 50 hours a week for two years to crank out a game. You're talking dozens of man-years of work. And this is often starting by licensing a $500k engine.

But for some reason, guys like you seem to think that 90% of this time is spent 'designing' and 'polishing', the former of which you think will happen magically during development, and the latter of which you think doesn't need to be done because 'it's open source'.

Do you plan to have a job while this project is going on? How many hours a week can you honestly invest in this on an ongoing basis?

It is possible to make an open source game, but you can't be so crazy ambitious. You want to remake Starcraft? Are you daft? Blizzard is remaking Starcraft right now; they've spent roughly 30*5*~50000 = 7.5 million so far and there's no end in sight. Try something MUCH, MUCH simpler, and work your way up.

If you are actually serious about a SIMPLE open source game, having worked as a game developer for 1.5 years and failed at countless open source game projects myself, I can tell you that the most important thing to worry about right now is getting content. You need artists. You need free, freelance art right now. You can't even have a playable prototype without it, and you can't keep anybody interested in the project without it. For every artist you find you can get dozens of programmers, so don't even bother recruiting a development team yet. Just get content. Unfortunately no artist is stupid enough to work for free, so this project has failed before it's begun.

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