Teamwork: how to do it, exactly?

lycheeDELETED

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So, I'm asking this because I want to know your tips and recommendations for starting a team. I feel that I can't handle my project alone, but I seriously doubt if i have any ability for team management. I have trouble with social skills, and I often feel that no one would work with me because of this and my relatively young age (14-15 years old :blink:  )

And no, I can't ask my classmates or (almost nonexistent) friends, because no one is interested in game making around here, and I'm just afraid to talk with them at all.

So if anyone can help me with this situation (I'm not trying to recruit anyone here) or encourage or motivate me, or maybe just tell the sad truth, whatever is it, thank you!

You're free to tell your experiences with working in a team, and please let me know what to expect.

 

(Ugh, it took a lot of bravery and willpower to post this. Let's hope I'm at least semi-capable of this stuff. *blinks at keyboard*)
 

Rikifive

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Team management is not that easy. You would need to prepare tasks and other stuff and be able to tell, who for what exactly is needed.

I'm also working alone, 'cause nobody (from rl friends etc.) cares about game making, especially about the source material.

If you have planned stuff, you could try making a presentation and ask for help. (recruitment)...

Or u know what, don't listen to guy, who have never worked in team. xD
 

NeoFantasy

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Well reading your post made me feel as if I was looking in a mirror, anyway back to the topic i'm lucky enough to have a younger brother who is also interested in rpg maker and while we're not exactly on a team we help each other out. If you really want to start a team I would recommend doing it with people you know. Even if you only have one or two friends if they like video games i'm sure they'll be able to help you out in some way play testing, plot development etc.

And if they're not willing to help you for what ever reason i'm sure you can find people who are in the community.

If you need music/graphics you don't really need a team there are plenty of workshops out here (i'd recommend Clydous's PoOH I was very happy with my request). And There are plenty of free resources out there (like the restaff releases or steam community dlc pack if you have the steam version). And or graphics  I'd recommend getting Gimp it's basically Photoshop but free. (you can even ue vx ace's built in editor for a base if you're bad at art and just import them into gimp that's what I do)

If you really wan to work in a team do it with people you know especially if your like me and have a hard time talking to people.

If your team is made up of people you just met the it's not going to work out.

Good luck :D
 
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Kes

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An alternative way in would be to join someone else's team for a while, in order to learn what working with others is like without having to carry the final responsibility yourself.  Perhaps have a look through the Recruitment thread once IGMC is over (because a lot of the requests at the moment are hinging around that) and see if there's something that appeals to you.  You would also have more time to really get to grips with the program, hone your game-making skills in general.
 

Rikifive

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An alternative way in would be to join someone else's team for a while, in order to learn what working with others is like without having to carry the final responsibility yourself.  Perhaps have a look through the Recruitment thread once IGMC is over (because a lot of the requests at the moment are hinging around that) and see if there's something that appeals to you.  You would also have more time to really get to grips with the program, hone your game-making skills in general.
Yeah, that would be something good to try out first. After that, you would know ~more or less~ how to do these thingies.

Managing team is a serious business, if you're kinda inexperienced, then even if you would manage to get the team, it would most likely fall apart after some time.
 

L.W. Flouisa

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It seems like the trickiest aspect is in knowing how to handle both extroverts and introverts. For example I'm not sure how I'll ever be of use, I'm simply way to introverted and easily distracted by noise of any sort.

Thus the one organizing whatever team would need to know how to make both personalities sing.
 

lycheeDELETED

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Thanks for all your help! Nice to hear so much feedback. Fortunately I already have some supporters, some of them have applied as beta testers. I might also try to talk about the story with someone, as I have a small writer's block, I think I'll quickly get over it.

@ksjp17

I will consider this, it seems to be a good way to try it out without all the responsibility.

I'll give the project recruitment some more time, and focus on my number one task: polishing the core engine, and finishing most of the additional code, such as UIs, etc. If I can't recruit anyone, then I could later focus on the graphics part of it.

Edit: Argh, my phone has messed up something with the text, a part of it was written twice.
 
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Idealeven

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I think its worth keeping in mind that if you are planning on a full game and not a small project or demo, you'll need artists as well. I'm managing a four-person team right now, with one artist, one audio engineer, a writer, and myself as the actual developer. It's a pretty rough setup but I'm actually doing it as a favor for the artist who needs an internship. <- Off topic...

Anyway, unless you plan on relying on your own talent or pre-built assets (graphics and audio), or asking the forums for help, you should keep this in mind. Personally, I require asset creators because I can't do art or audio to save my life.
 

lycheeDELETED

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@Idealeven

Yeah, I know if I want to release this game, I would need at least two other people (spriter and audio designer), I can't do these tasks at all, either. I'd be capable of making art (and I will do some for the UI) I don't have the capacity for it. I'd be risking burnout. So I will have to recruit a few members, but only later, when it becomes essential to continue the game.
 

Kes

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There is yet another option for this which no one has mentioned yet.

Virtually no one can do everything.  for example, my scripting abilities are laughably small.  My artistic abilities are good in some areas, rubbish in others, and I have no way to make music tracks.  That doesn't mean that I have to form a team to get these things done.  I look round at the huge range of resources which are freely available, and find a lot of what I want there.  If I need something that I can't find, then I ask if anyone can do it (because I make commercial games I usually have to pay for these, but if you're making a free game then your options are much wider) or I might ask a particular person to do a specific thing.

Why not try that way as well?  There is no need to set up a full team at this stage; you probably have a lot to learn about the fundamentals first.  But use the resources that are readily available to make up for gaps in your skills.
 

lycheeDELETED

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I'm aware of these resources and used them as well, and I was satisfied with them, there are a lot of really nice stuff.

Now that my current game is neither RTP nor fantasy (I don't want to offend anyone) it is a lot harder to find the right things. Thanks for all the suggestions, though.

Also, don't let the small post count fool anyone - I've been around for a few years, made small games, and I have a good grasp on the engine, I was just one big lurker.
 

Misty

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I feel the same way about getting a team. I can't seem to get anyone motivated enough to stay with a project or do three pixel for it. I end up doing all the work. I have digital music skills, programming skills, writing skill, and some pixel art skills. I tend to like the realistic ABS type of games though.

If you are serious about game making, then I'd join. Only if it would end up being a commercial product.
 

Kes

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@SEFK

Note the age of the OP.  Not old enough to sign legal contracts, so a commercial game is almost certainly a no-no
 

Misty

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@SEFK

Note the age of the OP.  Not old enough to sign legal contracts, so a commercial game is almost certainly a no-no
It depends on if the game takes 4 or 5 years to complete and by that time the individual would be old enough to sign a contract. Real games take time to complete if real effort is put into it.

Also, no contract has to be signed, but....

"minors (those under the age of 18, in most states) lack the capacity to make a contract. So a minor who signs a contract can either honor the deal or void the contract. There are a few exceptions, however. For example, in most states, a minor cannot void a contract for necessities like food, clothing, and lodging. " -Legal Encyclopedia

I have no clue about other countries, but it most likely is the same, but a lot of times the mental condition also is considered. The contract can be voided if they are not in a good mental state, so to be honest....a contract doesn't really help at all because they can use the loop hole in the USA. http://www.nolo.com/legal-encyclopedia/lack-capacity-to-contract-32647.html

I honestly, just think the individual is looking for a team though for a project that is not exactly decided yet and others might see my comment and be interested in messaging me. Haha
 

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