The life of crime can only lead you to one path.
Author: DaveWeLike
Appreciate the days of nothingness
Don’t ever overwork yourself! Where do you think that will get you? When you don’t have a publisher attached to your game set your own goals and set them at a realistic pace. You’ll drive yourself insane otherwise. Of course if you are already crazy it’s ok to overwork. đ
Never choose your first game idea…
…unless it’s just that damn good. When it comes time toĂÂ think up of a new game ideas you need to get into the zone. It does take a while to do this because you have to think about what could be fun. Make sure to bounce ideas off one another and write each one of them down! If you’re having problems coming up with ideas think about things you like to do. From there sort out what could be game from the rest of the ideas and choose the best gameplay.
Now if your best game idea isn’t that great, you need some inspiration! Go out and to well anything. ViewĂÂ life likeĂÂ a kid does and see what comes to your imagination. If you don’t have an imagination, you shouldn’t be a designer…
The Divine – 2D, 3D, Sound Effect Artists WANTED
We’re currently looking for moreĂÂ volunteers to join this project. If you’re interested please read below – ĂÂ
Company (Registered):
Packom Interactive
Project name:
The Divine
Brief description:
The Divine is an indie-space shooter game, much to the likes of Wing Commander. The project was started by James Sharam in April 2005.
Target aim:
Shareware ââŹâ TBD 2007
We’re planning on selling a Boxed version and a download version, which would be sold at various portals.
Compensation:
These are all volunteer based positions. All positions will receive a free copy of the game along with being credited for their appropriate role on the team.
The 2D and 3D artists will receive a monthly royalty-based payment, if the game sells.
Since we arenââŹâ˘t asking for many sound effects the Sound Effect Artist position will not receive royalties.
The first month is a trial month to see if you do contribute to the project, as well as get along with the rest of the team members. Once you’re approved for that first month, you’ll need to sign a contract stating the agreed upon terms.
Technology:
The Divine uses our own proprietary engine, which is compatible with Windows 2000, XP, and soon to be released Vista.
Talent needed:
Highly motivated and talented, self-reliant members only!
3D Artists (Modeler, Texture Artist [Bump & Normal Mapping], Animator/Renderer*)
There will be roughly 10-15 ships modeled in game. Each will need its appropriate textures with bump mapping and normal mapping.
*If we find an Animator, weââŹâ˘ll have you create 3D pre-rendered cutscenes, using the in-game models, rather than doing the 2D storyboards.
2D Artists (Conceptual, Color, Orthographic & Perspective)
The 2D artists have to deal with designing the ships and characters (Humans). Ideally they can also create texture maps and sky maps. When the time is ready they will also contribute to storyboards, which act as the cut-scenes, and any marketing artwork thatââŹâ˘s needed.
Sound Effects Artist
Roughly 8 sound effects will be needed, some loopable. All of the sounds will be space-age, everything from ship noises to firing missiles.
Team structure:
David Rodriguez – Producer, Game Designer, Marketing Director, Webmaster
I joined this project in June 2005. I’ve worked with James to ensure that The Divine is a game that we’d both want to play.
James Sharam – Lead Programmer, Game Designer
James began this project back in April 2005. Without him The Divine wouldn’t exist.
Chris Hackett – Game Designer, Mission Designer
Chris joined the project in July 2005. He has dealt with fleshing out the story/universe of The Divine.
Jason Ross – 2D Artist
Jason joined in January 2006. He has been able to draw in a style that’s nearly identical to the previous concept artists.
Justin R. Durban – Composer, WebDesigner
Justin join the project in January 2006. He has really been able to bring out the theme of the game in music form.
Previous Members:
Brian Hall – 3D Artist
Brian had to leave to team due to Sony’s policy of working the Q/A department to death. He helped the team from January-August 2006.
Website:
www.TheDivineGame.com
www.PackomInteractive.com – WIP
Contacts:
Please send your resume and/or questions to:
davidprodriguez@att.net
Additional Info:
We officially announced The Divine to the public on June 1, 2006 and we have received tons of coverage on various websites.
We use email, forum, and MSN Messenger to communicate with each other daily.
Feedback:
Any feedback is welcomed
Copycat
Remember those people in school who always used to copy anything you did? Well I sure don’t but someone here must! Anyways…
It’s ok to copy someone else’s game idea/gameplay as long as you change it just slightly enough to offer something new. If you make a game that has already been made before, you’ve just hung yourself. No distributor wants to sellĂÂ a game that they just played a year ago. That’s how portals are run to the ground. Portals have to offer their visitors the good and unique stuff.
A genre thatĂÂ is really hotĂÂ isĂÂ serving tables -ĂÂ Diner Dash, Mystic Inn, Snowy: Lunch Rush, etcĂÂ all use the same type of gameplay but they coat it with a completely different style of graphics. Each one of these games has sold very well because they all change the formula just enough that players feel at ease with the game.
This is just how the industry works. Like it or not, it’s better to make money then waste money.
E3’s revamping – Is it IGF’s time?
IGF = Independent Gaming Festival
It’s a contest held every year at GDC
GDC = Game Developer’s Conference
The problem with the IGF is that they claim to be all for the indie-developer, but in fact all the rewards go to games that re-invent the wheel in the best way. Am I complaining about creativity – Hell no!
What I am complaining about is the fact that this festival only awards innovation. Not all independent games are innovative, but that doesn’t make them any less better then the ones that are.
From here it seems like the IGF is in the bed with commercial game studios. The IGF finds the creative games and the commercial game studios bid for the rights to this game and within a couple years copy the game mechanics for their own games. It appears that IGF doesn’t want to give coverage of indie-games that could compete with commercial games on any level.
Bottom line is the IGF should either change its name or add additional categories that award the kick-ass non-innovative games! E3 changed its format to better suit the industry at large and now it’s time for the Independent Games Festival to do the same.
For those interested in what categories the IGF currently has they are (excluding Mod & Student based games):
Web Browser Game:Â is an Entered Game that must be playable within Internet Explorer 6.0 and Mozilla 1.0 browsers using either the Flash, Java, Shockwave, or Virtools plug-ins.