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<  Management  ~  advice on taking on a project

shadedeer
Posted: Sun May 11, 2008 5:02 am Reply with quote
Joined: 04 Jan 2008 Posts: 44 Location: middle o' nowhere, Ohio
hello. i'm Rachael, but you may call me "shadedeer" if you prefer. i am a college student studying Fine Arts, with a passion for creating stories.

i have developed a concept for a Massively-Multiplayer Online Role-Playing Game, with a concentration on not raising the level of the player's character, but of "monsters" that the player raises (please don't make any Pokemon cracks.) the game will not be concentrated exclusively on competition, as another object of the game is to simply have fun and explore the expansive world that we will develop.

however, i am having difficulty even figuring out where to BEGIN with such a large project as this!

i have never, ever developed games before. the team that i am assembling to develop this consists solely of college-students who are going into the game-development field, but since i am an art-major, i have no idea where to begin.

so i am asking, how should i begin this?

i have already set a 2010/2011 release date, and i have a head-programmer and a head-graphical designer. i am designing the world, the creatures, the costumes, and such. but i need to know what other beginning steps i should take.

set a budget? set extra goals? look into a server?

what should i do?
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Wildbluesun
Posted: Sun May 11, 2008 4:14 pm Reply with quote
Joined: 12 Dec 2006 Posts: 4266 Location: London, Land of Tea and Top Hats
I...I have no idea. O.O

But good luck anyway. Post here when you get anything (website, demo, beta, etc) up and running.
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shadedeer
Posted: Mon May 12, 2008 5:01 am Reply with quote
Joined: 04 Jan 2008 Posts: 44 Location: middle o' nowhere, Ohio
Wildbluesun wrote:
I...I have no idea. O.O

But good luck anyway. Post here when you get anything (website, demo, beta, etc) up and running.


i'll probably post sketches of the creatures and designs for character costumes, but i'm going to try to stay away from releasing too much information about game play before it's actually released to the public. the last thing i want is for someone to steal my ideas! *grins*
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Michael
Posted: Mon May 12, 2008 9:09 am Reply with quote
Site Administrator Joined: 07 Jun 2002 Posts: 8065 Location: Gent, Belgium
I think you should start by making a vvery small prototype. Just something that works. It will give you an opportunity to research the technology you need and see if the team works well together.
The you can decide if/how/when you work on the complete project.

Make sure that this proptotype is as small and minimal as possible!!
(otherwise it will never be finished)
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shadedeer
Posted: Mon May 12, 2008 5:03 pm Reply with quote
Joined: 04 Jan 2008 Posts: 44 Location: middle o' nowhere, Ohio
thank you very much, Michael. that is very good advice.
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CuttingEdge
Posted: Mon Mar 12, 2012 11:41 am Reply with quote
Joined: 02 Feb 2012 Posts: 21 Location: Moscow, Russia.
shadedeer,
No news at all since 2008?
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