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Old 11-06-2007, 04:22 PM   #11
Adrir
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Quote:
Originally Posted by HagNasty View Post
We are a small team working over the internet with no in person contact. With this in mind we need to keep our ambitions low. Not so low that it's not to be noticed but low enough that we can achieve our goals.
I agree completely.

I would suggest, to begin with, establishing a communication infrastructure. This way, we would know exactly who is interested, who is participating and be able to establish the actual team.

With this in mind, I would also suggest attempting a really really simple game (an original 3-6 week project perhaps) to get a feel for what we're attempting and iron out some of the creases. A small insignificant project that could introduce all of us to common languages and conventions (For example, my ability in C++ is not even close to my Java, and I have never used Torque before).

Last edited by Adrir : 11-06-2007 at 04:22 PM. Reason: Quote
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Old 11-06-2007, 08:25 PM   #12
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Ok, simplicity is the key...I've come to admire puzzle games they are simple and seem pretty easy to write... Here are some simple games I stumbled on and are actually fun to play.. http://www.dawnofthedeadmovie.net/ex...e/blackout.htm
http://www.sonypictures.com/movies/3...site/main.html
click on game and single player...here is a gameplay images
<a target='_blank' href='http://img462.imageshack.us/my.php?image=30daysofnight1zv4.jpg'><img src='http://img462.imageshack.us/img462/2619/30daysofnight1zv4.th.jpg' border='0'/>30 days of night</a>
http://www.stickpage.com/matrixbullettimeplay.html

Anyone else suggest any other ideas?
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Old 11-06-2007, 08:27 PM   #13
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Ok, simplicity is the key...I've come to admire puzzle games they are simple and seem pretty easy to write... Here are some simple games I stumbled on and are actually fun to play..
http://www.dawnofthedeadmovie.net/ex...e/blackout.htm
http://www.sonypictures.com/movies/3...site/main.html
click on game and single player...here is a gameplay images
http://img462.imageshack.us/my.php?i...fnight1zv4.jpg
http://www.stickpage.com/matrixbullettimeplay.html

Anyone else suggest any other ideas?

Last edited by chrono1699 : 11-06-2007 at 08:29 PM.
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Old 11-07-2007, 04:24 PM   #14
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I asked jilduffy if we could get a thread dedicated to portfolio development added here. Maybe we could create a user group and keep all the traffic here since we are here already. I know the site would like the traffic as well.
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Old 11-08-2007, 05:25 AM   #15
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A key question here, how many of you know how to use source control?
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Old 11-08-2007, 05:36 AM   #16
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I've used SVN. A lot.
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Old 11-08-2007, 06:10 AM   #17
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Quote:
Originally Posted by HagNasty View Post
I asked jilduffy if we could get a thread dedicated to portfolio development added here. Maybe we could create a user group and keep all the traffic here since we are here already. I know the site would like the traffic as well.
Hi all.
We have in the works some new areas for the site. I can't give it all away here, but I'm hoping it will provide you with more tools for networking with each other, sharing work, discussing your portfolios, and so forth.

These extra secret areas are still being built, and as soon as I am allowed to tell you more, I will!

In the interim, I'll see what I can do about adding another forum area specifically for portfolio talk and sharing.

You are all awesome, by the way! I really appreciate how much enthusiasm and support I see on these forums.
-jillduffy
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Old 11-08-2007, 07:08 AM   #18
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In all honesty, at first I didn't know what SVN stood for as well as source control. I researched a little and come to find out that system is probably something we should consider. However, would it be so worthwhile in implementing this to our project? If we keep everything simple and document thoroughly, would it be worth the time in installing this? Source control or SVN would probably be more ideal in bigger scaled games rather than a small project like this....would it?
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Old 11-08-2007, 07:42 AM   #19
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I used SVN for a two month 4 man project and it worked fine. But everyone has to know what they are doing with it or else you can erase someone else's code.
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Old 11-08-2007, 08:08 AM   #20
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Source control is vital for any project that has more then one person. For one man projects, it is still really useful to be able to look back over revision histories to see what changes have been made.

I leave it to HagNasty to decide whether it should be used or not but if it was me, the first thing I do is to make sure everyone on the project knows how to use source control.
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