Pro's/Con's of a Dev Team / How to get one.

Indrah

Megane Berserker
Veteran
Joined
Mar 5, 2012
Messages
2,078
Reaction score
2,063
First Language
Spanish
Primarily Uses
RMMV
I see a lot of talk about team leaders...

THERE MAY NOT BE ONE. My work with Fomar is totally equal, and if either of us tried to act like a leader the other would do this.*

*To be fair this is because we're both that sort of person and have enough drive.

So, consider what you want. Do you want someone who is your equal and as such will have a big workload too? Or do you just want someone that while they do a lot fo work will perpetually be at your orders? Even if they can have input and all, are you still the "leader"? Or maybe you just want helpers for specific things. That's absolutely fine too, just know that beforehand.

I dunno, when it comes to partnerships where everythign is shared the "leader" word can be poison, specially since it insidiously puts you in the view of "MY GAME" isntead of OUR freaking game. (bad dev, bad)

That said, if the other members, equal or not, seem a bit shaky, by all means boss em around gently all until they adapt. Just know some people are allergic to that and won't work well that way.

Another thing that seems to be magic: don't look for someone with the same skills (if they happen to come, sure, but don't set out to find like, two writers). Fomar and I work very well because we don't interfere in the other's area, so we don't conflict as much: I handle writing and mapping, he handles gameplay. We can give each other input and feedback without having to fight over how to write a certain character of what battle systems to implement.

Another thing: when you STILL do NOT have a team, do not start from the position of "I absolutely need a team to make a game", as it'll only frstrate you. Try to get one, sure, but don't doom yourself to making no games until you get that.

Work anwyay~ Hey, not all games gave to be full u rpgs, if you're an artist/writer you can do visual novels or adventure games, if you're a coder you can go gameplay focused games or puzzles, etc.
 

Neverward

Keeping it trill
Veteran
Joined
Sep 29, 2013
Messages
447
Reaction score
277
First Language
English
Primarily Uses
Great feedback so far everyone some really good advice in this thread :D

@Indrah: Yeah I would really love most of all to just have a partner who is passionate and who has a few complimentary skills to mine, but that would be for future projects (unless they really love what I'm working on.) because I think that having  two strong goal-driven people is more managable/stable/productive then a good deal of marginally-dedicated people who only put in bits and pieces.

Even if they don't know everything, and were without a scriptwriter or something, we can problem solve together!

But like you say, the game should be moving even if I have nobody, or even if the team members drop out. Don't want it to go all stagnant and lose the motivation and interest! That's why I think it's so unwise for people who come into the game with the 'ideas' and nothing else. They try and build a team that has the skills needed to make it, but it's extremely likely for people to leave, and it'll fall apart when that happens if you can't keep working on it alone.

@ksjp17: Totally it's a good idea to have as concrete of a battle plan as possible. If you know what you need to get done for the game to finish, it's way easier to break it into tasks for everyone.
 

cabfe

Cool Cat
Veteran
Joined
Jun 13, 2013
Messages
2,353
Reaction score
2,549
First Language
French
Primarily Uses
RMVXA
I'm doing something different.

Maybe it's a complete waste of time, I don't know. As I am working on my first game, I obviously lack experience.

What I'm doing is: Get my game done all by myself as much as possible. So, I use resources (tiles, scripts, etc.) but I'm the only one to put them together the way I need them.

And only then, when the game will be complete, I'll look at the feedback and take a decision.

If the game has potential for more, has good reviews or even fans, I'll consider making an enhanced version of it by hiring people to fix the so-so parts.

But people will know what to expect "at least" for this title.

A lot of team projects don't go as far as release and it's really a shame and a demotivation for all the people involved.

I know that I will complete my game, no matter how long it will take and even if I'm the only one to enjoy it (though, considering the feedback from my demo, I'm not :) ).

But I don't feel the need to have a team right from the start.

Team manager is a job in itself and adds on your already heavy tasks.
 
Last edited by a moderator:

DustyCat Media

Indie Game Purrfector
Veteran
Joined
Oct 15, 2012
Messages
115
Reaction score
71
First Language
English
(Drawn from my experience. I've been collaborating with my partner, Adrian, for 6 years. We've planned a lot of games together, and there have been instances he tried to involve a lot of people in our group. This is my observation. It's subjective. What works for me may not work for others.)

PRO of a small team 

-I talk to less people (I find it easier to talk to one guy that to many guys. Brainstorming is also simple since we're the only ones talking)

CONS

-If one of you doesn't do their function, the game development is halted

(happened to us several times. didn't draw the character designs. Our game went to the graveyard, and I had a temporary fallout with Adrian)

-too much tasks divided 

(we're a two-man team for Crescent Dreams. Yeah. It's heavy work, but mangageable.)

Will people work for free, if it's good enough?

This is a subjective question.

Some people will say yes, some people will say no.

I would say yes for the ff. reasons:

1. develop a portfolio

2. improve my skills

3. meet new people

How to get a team

-You talk/chat with people.

-You share your interests with people.

-Sometimes, 1 out of 100 will return your interest.

-Share that you want to make a game. There's a chance the other will want to do that too.

-Collaborate

-Keep talking to people.

I met my partner at Gaiaonline. Our encounter was totally unexpected. I was chatting with someone, when he passed by the fountain. He joined the conversation and i learned he was from the Philippines too. So I added him to my friends list. Days later, we would have a conversation about game development and the rest was history! we're currently remaking his first game for RPG maker and I'm forever grateful that I met him. Call it lucky.

What to Look for in a team Member

-Someone who's willing to flex his ideas and combine it with yours

-Someone who delivers what's expected 

-Someone who also loves games

-and many more.

Again, this is my personal experience. Just sharing. :) Hope you found something useful
 

Zoltor

Veteran
Veteran
Joined
Jan 18, 2014
Messages
1,550
Reaction score
211
First Language
English
Primarily Uses
Great feedback so far everyone some really good advice in this thread :D

@Indrah: Yeah I would really love most of all to just have a partner who is passionate and who has a few complimentary skills to mine, but that would be for future projects (unless they really love what I'm working on.) because I think that having  two strong goal-driven people is more managable/stable/productive then a good deal of marginally-dedicated people who only put in bits and pieces.

Even if they don't know everything, and were without a scriptwriter or something, we can problem solve together!

But like you say, the game should be moving even if I have nobody, or even if the team members drop out. Don't want it to go all stagnant and lose the motivation and interest! That's why I think it's so unwise for people who come into the game with the 'ideas' and nothing else. They try and build a team that has the skills needed to make it, but it's extremely likely for people to leave, and it'll fall apart when that happens if you can't keep working on it alone.

@ksjp17: Totally it's a good idea to have as concrete of a battle plan as possible. If you know what you need to get done for the game to finish, it's way easier to break it into tasks for everyone.
A partnership thing tend to work out nicely, and when it doesn't, it almost never kills a project(just delays it alittle, so if you need some help on certain things, specifically aspects you're not good with to beginwith, go for ir.

Someone to brainstorm ideas off of is always a good thing, but don't get a partner just for that(since you can brainstorm with anyone, they don't even need to be physically working on the game, as long as they know about game design, it will dill, so if you get a partner, treat that as nothing more then a bonus.
 

T.Bit

Labyrinth Explorer
Veteran
Joined
Jun 1, 2012
Messages
721
Reaction score
115
First Language
English
Primarily Uses
RMMV
I love this thread. There's so much useful information (and a dancing parrot).
 

Indrah

Megane Berserker
Veteran
Joined
Mar 5, 2012
Messages
2,078
Reaction score
2,063
First Language
Spanish
Primarily Uses
RMMV
All hail the dancing parrot~   \(ºwº)\   /(ºwº)/

Antother thing: be ready to bend and scrap YOUR ideas and visions too. It won't always be others yielding to you when its an equal partnership.

(But I still refuse to give my fantasy character christian names Fomar >V)
 

Neverward

Keeping it trill
Veteran
Joined
Sep 29, 2013
Messages
447
Reaction score
277
First Language
English
Primarily Uses
I love this thread too xD I got way more awesome advice then I expected haha.

All hail the dancing parrot~   \(ºwº)\   /(ºwº)/
Antother thing: be ready to bend and scrap YOUR ideas and visions too. It won't always be others yielding to you when its an equal partnership.
(But I still refuse to give my fantasy character christian names Fomar >V)
And seriously.... what is this Fomar I keep seeing mentioned all over xD I keep seeing people say that. (and if you don't know what it means it makes what people say look whack.)
 

Engr. Adiktuzmiko

Chemical Engineer, Game Developer, Using BlinkBoy'
Veteran
Joined
May 15, 2012
Messages
14,682
Reaction score
3,003
First Language
Tagalog
Primarily Uses
RMVXA
it's a person here on this very site...
 

Minnow

Veteran
Veteran
Joined
Aug 14, 2013
Messages
70
Reaction score
231
First Language
English
Primarily Uses
Loved reading everyone's opinions on this, super helpful.

I've never worked with anyone else on a game but I've always wanted to. Even just someone to bounce ideas off of would be nice. I usually ask friends/family but it can get frustrating when they don't know the engine and suggest things that are way beyond my skill level. I guess the only way to find someone you mesh with well is to make friends in the community (so difficult for us introverts though :p ). I really wish the project recruitment section was more active.
 

Kes

Veteran
Veteran
Joined
Aug 3, 2012
Messages
22,299
Reaction score
11,712
First Language
English
Primarily Uses
RMVXA
And seriously.... what is this Fomar I keep seeing mentioned all over xD I keep seeing people say that. (and if you don't know what it means it makes what people say look whack.)
As Engr. Shana said, he's a person on this site.  You will find his stuff in a lot of the REStaff Resources, as he regularly contributes scripts.  He also answers some script related queries.
 

Neverward

Keeping it trill
Veteran
Joined
Sep 29, 2013
Messages
447
Reaction score
277
First Language
English
Primarily Uses
Haha oh okay the way people used it sometimes I thought it was some word I didn't know lol!

Loved reading everyone's opinions on this, super helpful.

I've never worked with anyone else on a game but I've always wanted to. Even just someone to bounce ideas off of would be nice. I usually ask friends/family but it can get frustrating when they don't know the engine and suggest things that are way beyond my skill level. I guess the only way to find someone you mesh with well is to make friends in the community (so difficult for us introverts though :p ). I really wish the project recruitment section was more active.
I'm glad it's been helpful! This was a good thread to start I think xD

Yeah I agree the project recruitment section could be really something, if people just took a moment to present their game in a good looking, easy to understand manner I feel like it would make a huge difference but apparently few people care that much? xD I think that of all people you would want to impress about your game, it would be the team your trying to hire.
 

Engr. Adiktuzmiko

Chemical Engineer, Game Developer, Using BlinkBoy'
Veteran
Joined
May 15, 2012
Messages
14,682
Reaction score
3,003
First Language
Tagalog
Primarily Uses
RMVXA
yeah, most threads there are no post/low post people that don't even have screenshots of the super early days of their project...
 

DustyCat Media

Indie Game Purrfector
Veteran
Joined
Oct 15, 2012
Messages
115
Reaction score
71
First Language
English
Haha oh okay the way people used it sometimes I thought it was some word I didn't know lol!

I'm glad it's been helpful! This was a good thread to start I think xD

Yeah I agree the project recruitment section could be really something, if people just took a moment to present their game in a good looking, easy to understand manner I feel like it would make a huge difference but apparently few people care that much? xD I think that of all people you would want to impress about your game, it would be the team your trying to hire.
Like having a  template that makes it easy and beautiful to understand?
 

Neverward

Keeping it trill
Veteran
Joined
Sep 29, 2013
Messages
447
Reaction score
277
First Language
English
Primarily Uses
A template for that section would be really nice.... but also, the whole idea is that how well someone presents their game often reflects something about their style. If they have 1 post (that post) and there is 0 formatting at all, it can show that they're a bit on the disorganized side. 

While I would really love for projects to try harder, I also like the fact that I can tell the badly presented projects from the good ones xD

Nonetheless if someone wrote up a template and put it in that section it would be cool but no need to add on to the admin workload.
 

Archeia

Level 99 Demi-fiend
Developer
Joined
Mar 1, 2012
Messages
15,141
Reaction score
15,473
First Language
Filipino
Primarily Uses
RMMZ
Nonetheless if someone wrote up a template and put it in that section it would be cool but no need to add on to the admin workload.
I contemplated about this but I'm a lazy busy person. I'll see if I can do something about it. Almost nobody reads the rules after all that it makes me wonder if it's worth it, lol...-_-'''
 

Neverward

Keeping it trill
Veteran
Joined
Sep 29, 2013
Messages
447
Reaction score
277
First Language
English
Primarily Uses
Haha yeah that's exactly what I was thinking about it. Not worth the headache!

But something to keep in mind if you have spare time or something.
 

Jonnie91

Veteran
Veteran
Joined
Apr 16, 2012
Messages
584
Reaction score
182
First Language
English
Primarily Uses
N/A
THERE MAY NOT BE ONE. My work with Fomar is totally equal, and if either of us tried to act like a leader the other would do this.*

*To be fair this is because we're both that sort of person and have enough drive.
I now have tea all over my screen Indrah. I hope you are happy! ;_;

You definately have to be in the right place in the right time, and work with people who are wanting to work with you, and wanna work alongside you, you have to communicate your ideas well! (which I sometimes struggle with). But with time you get to know the right people, and if you get to know them, and help them out you'll find that they'll do the same for you :)
 

Users Who Are Viewing This Thread (Users: 0, Guests: 1)

Latest Threads

Latest Posts

Latest Profile Posts

People3_5 and People3_8 added!

so hopefully tomorrow i get to go home from the hospital i've been here for 5 days already and it's driving me mad. I miss my family like crazy but at least I get to use my own toiletries and my own clothes. My mom is coming to visit soon i can't wait to see her cause i miss her the most. :kaojoy:
Couple hours of work. Might use in my game as a secret find or something. Not sure. Fancy though no? :D
Holy stink, where have I been? Well, I started my temporary job this week. So less time to spend on game design... :(
Cartoonier cloud cover that better fits the art style, as well as (slightly) improved blending/fading... fading clouds when there are larger patterns is still somewhat abrupt for some reason.

Forum statistics

Threads
105,868
Messages
1,017,083
Members
137,583
Latest member
write2dgray
Top