BluePaladin Member Posts: 110 From: Tennessee, USA Registered: 12-27-2002 |
As I'm looking around and talking to a few people, I wanted to ask some of you (especially the two guys software peeps). How effective can small dev teams be? I guess it really depends on how much you know. Can anyone tell me about their small dev team success? When I say success, I mean, game completion. Not necessarily profit, but success in games finished. I've seen 2 people do alot, but at the same time, I'm sure those were two good people. I've seen one person do alot. I think it took 10 people to make the first Quake. All of these are interesting questions to me as I look forward to meaningful games in the future. Right now, I am developing small games and building my skillset, but at some point, I'm going to be ready. Thanks for your input. ------------------ [This message has been edited by BluePaladin (edited December 31, 2002).] |
InsanePoet Member Posts: 638 From: Vermont, USA Registered: 03-12-2003 |
To my knowledge, the average upstart dev team is usually around 5 people. ------------------ |
kevryan Member Posts: 37 From: Shaver Lake, CA Registered: 07-20-2001 |
Some of these games are pretty old, but they were completed with a smaller dev team: - Arctic Fox for the Amiga was a team of two coders and an artist. - Most of the work on The Incredible Machine was just me, an artist, and a sound/music guy. This one actually sold pretty well. - Heaven Quest and Gil's Bible Jumble was created by just two people, but they are very simple games - not much to them. |
Mack Administrator Posts: 2779 From: Registered: 01-20-2001 |
I love small dev teams. My personal wish is that TGS stays as a remotely small, tighty nitted group of dedicated developers (we never really want to go over 20 people). I enjoy getting to know the workers personally and being able to talk to them like buds and not boss/employee. Eternal War was made with a few amount of people, the key thing really is dedication and making sure you have time to talk to God(!), talk to teammates and of course, work on the project. How effective can small dev teams be? Very, 'depending' on the project. I recommend starting off on a small project and completing that. In it's own, it's quiet an accompishment. ------------------ |
graceworks Member Posts: 455 From: Corvallis, Oregon, USA Registered: 03-03-2001 |
quote: Kevin, don't sell these too short. Heaven Quest is pretty fun. My son (almost 6 years old) and I play and have a blast. My daughter (almost 4) will hopefully start with us soon. We didn't into Gil as much. I may try again now that Jacob is a bit older. What is next from Top Meadow?!?! Or should I say "What's sup" to Brian (pardon the pun)? Oh, and congrats on Marble Blast. Looks like a winner. Also good to see T.I.M. reborn in Chain Reaction! -Tim ------------------ |
kevryan Member Posts: 37 From: Shaver Lake, CA Registered: 07-20-2001 |
quote: We will probably be doing a game with a very short development cycle using the Torque engine. I was actually just starting in on it today. We have a more involved project on the drawing board that we will be working on in the future - the one we discussed in chat. quote: Thanks, it's nice to have them both out the door. Marble Blast hardly took any time to complete while Chain Reaction took over a couple of years. BTW, my son was born on December 4th and was helicoptered over to San Francisco because of medical problems; so I haven't been home or on the computer much recently. |
BluePaladin Member Posts: 110 From: Tennessee, USA Registered: 12-27-2002 |
I'm really trying to get my Breakout game finished so I can start learning Torque. If you have any suggestions on learning their engine, I'd appreciate it. I've purchased the user license, but I've only compiled it. I want to finish my learning game, and if I start on Torque, I know I won't . Anyway, my plans are to start with scripting in the engine. If you have any advice above and beyond what I've seen on the site, I'll take it . BluePaladin ------------------ |
Christian Member Posts: 400 From: Australia Registered: 09-15-2002 |
Hey - cool. I have a demo of The Incredible Machine for Amiga right here. It's cool. |
BlazeQ Member Posts: 260 From: USA Registered: 05-11-2002 |
Hey BluePaladin, your avatar isn't showing up and it's causing a password field to pop-up. I'm not sure what host you're using, but apparently password protection has been enabled. ------------------ |
InsanePoet Member Posts: 638 From: Vermont, USA Registered: 03-12-2003 |
Looks at Paladin and laughs uncontrolably. His password thing has 'issues' LOL ------------------ |
BluePaladin Member Posts: 110 From: Tennessee, USA Registered: 12-27-2002 |
Yeah Yeah, somehow, I deleted my "Everyone" user. Shows you what a clutz I am. ------------------ |
SLAM Member Posts: 36 From: Miami, FL Registered: 12-29-2002 |
Quite a klutz, to hit the "c" key instead of "k" in klutz :-). ------------------ What part of that do some people not understand? He who dies with the most frags wins, |
D-SIPL Moderator Posts: 1345 From: Maesteg, Wales Registered: 07-21-2001 |
I just got the torque engine thanks to Tim (Graceworks). It looks pretty neat, but haven't played around with it much yet. Will have to have a good look at it this week. What are your first impressions? Anyone else using it? --D-SIPL ------------------ |
BluePaladin Member Posts: 110 From: Tennessee, USA Registered: 12-27-2002 |
It looks pretty cool. I read some posts on it being graphically "behind", but it seemed good enough for my purposes, and as users contribute to the engine, it could be something very cool. Well, it IS looking very cool. I am about to get into scripting with it to start, and I'm going to spend a few months learning that before I start writing a game in it. Basically, I want to get a few demos under my belt. ------------------ |
Mack Administrator Posts: 2779 From: Registered: 01-20-2001 |
Sounds good Blue, look forward to checking out your stuff. ------------------ |