Mojo said:
Well, I really didn't mean to sound like that ( if it did, I apologize, I'm not like that really), and I don't see nobody but you seeing it and being offended by it.
I wouldn't say I'm
offended -- it's hard to be offended by anything when you've lived on the internet for a while -- but I certainly did think you sounded like a bit of a pompous ass after reading your post, and subsequent posts haven't really helped matters. So no, it's not just him.
That said, sounding like a pompous ass is pretty damn common among game developers . . . I think it largely goes with the territory. Maybe you have to be so self confident that it comes off as arrogant just to maintain the drive to do this kind of thing.
As for the art . . . the screenshots were quite good. Certainly they compare favorably with most indie games, although it's extremely hard to judge from isolated models like that. I certainly
do agree with previous posts that what you've shown is no evidence at all of having 20% of game's art assets done. Is it true that those models haven't been rigged and animated? When looking for art assets for my own project a few months ago, I eventually decided to completely stop looking at unrigged models -- even when they're free, the effort required to rig and animate a model (especially one not made with that in mind) dwarfs the basic modeling and texturing work.
Anyway, I have to say that as someone potentially interested in programming for a game project, I found myself having lots of doubts. I started reading the first post thinking "wow, this is awesome, but no way this guy would want to work with someone as unskilled as
me" and ended it thinking that I couldn't really see the project going anywhere and I probably wouldn't want to work with you anyway. I'm trying to be helpful here. I think you're shooting yourself in the foot with the way you're talking about this . . . some examples are in order.
Mojo said:
Unfortunatelly he lost interest, we argued and we parted ways, wich left me with the option of either selling all my work and giving up making a game for once, or go into a vain and impossible quest to find a new associate(s).
Here's where I started to have doubts. First, you lay blame on your "associate" (which is kind of an insulting term anyway . . . why not call him your "partner"?). Then you consider quitting making games completely (which doesn't speak much for your dedication). Finally you insult/alienate everyone who might be interested in joining you by claiming that the search for someone is vain and impossible -- why should it be? Do you feel like you're so much better than any programmer that no one else measures up?
Mojo said:
I already bought the instruments I will use, I'm an accomplished multi-instrumentalist and composer
Yikes. And here's where you really lost me. First, claiming to an "accomplished" multi-instrumentalist and [composer is pretty bold. It sounds like bragging, and it also sounds like bullshit. Programmers and artists are a dime a dozen online, but composers are rare, and claiming to be "accomplished" (which directly implies that you have, you know, accomplished something, maybe had some songs sold, or won awards) really requires more explanation or
at least a couple of sample tracks. And then you mention buying the instruments already, as if that's supposed to impress someone. I
guess it shows commitment, and maybe that's how you meant it, but what it sounds like is that you feel like buying instruments is a big chunk of making the score, when obviously it's really all about talent and hard work.
Mojo said:
I have about 20% of the in-game assets done ( if you count the relevance of a reliable software pipeline, base models,textures and uv maps, than make that 1/3 of all the work done)
And this was where I finally decided that my initial interest was misplaced. Claiming to have 20% of the assets done is simply nonsense. Any developer -- especially an indie developer -- worth his salt knows that "it'll be done when it's done" is the only accurate assessment of things like this,
especially when so much of the game is up in the air and you don't even have a design doc. Not to mention . . . if the models, textures, and uv maps are part of the extra stuff making up the 1/3 figure, then what the hell is the 20% made up of? Also, as for a software pipeline . . . surely you must realize that having a reliable pipeline is meaningless when you don't have a game engine.
Mojo said:
There are no scenes done because we were waiting for the release of C4's terrain generator.
This doesn't make much sense to me. The terrain generator would only be relevant in large outdoor scenes. In areas with highly varied outdoor geometry (cliffs, caves, etc.) and in anything indoors, you'd still be modeling all the meshes by hand. A terrain engine is essentially a renderer for a heightmap, so it can't really be used anywhere where there are two things on top of each other (a cliff with an overhang, a cave, a building with a roof, etc.) or anywhere where there are very sharp or small-scale variations. Effectively, this means that any settled area will still be made up of meshes that you use along with the terrain. So why are there no indoor scenes? Or town scenes? I really don't feel like I can judge your abilities as an artist until I can see how various things fit together and that you have a good sense of design and an overall artistic vision. If all you have are "characters, items, weapons, and scene props", how is that any different from buying a couple of model packs from Dexsoft or The Game Creators and mixing/matching with some of the free assets available out there?
Anyway, I'm not trying to be an asshole here. I really do think your character models are good, and the last thing I want to do is discourage anyone from developing indie RPGs. But I feel like you're trying to hard to sell yourself, and have an overly high opinion of your own skills. Some humility would be welcome -- if you hadn't claimed to be a fantastic artist, musician, and composer and basically acted as though you were making a once-in-a-lifetime offer to any programmers out there, I think the reaction would have been a lot less negative. The fact is, you're not an artistic genius. You're not bad, either, and if you keep working I think you'll end up being very good.
But I would say that it's time to think, hard, about whether you really want to make a game or not. If you do, then stop trying to
impress people, and start trying to
attract them. Admit your flaws. Don't be cagey. Provide some proof for your claims, or don't make claims that require proof. Show some models that aren't all very similar. Try rigging one of your models. Post a few songs. Consider starting a design wiki (I think wikis are better than design docs in this day and age). Give some indiication of your writing ability -- what really attracted me to Chefe's project (American Hare) were his sample dialogs.
If worse comes to worst, you can still go ahead and make a game without a dedicated programmer, or at least start on it and get to the point where you have enough put together to make a demo video that will
really attract team members. C4 isn't a great choice if you can't program -- it, like Torque, is an engine that offers and requires full source. You're not going to get too far with it without knowing C++. NeoAxis has similar graphical capabilities, but much stronger and more artist-oriented resource and map editors, and less need to mess with source code. (On the other hand, it has a fairly annoying community, and uses the Ogre MESH format rather than going through Collada like C4.) You might also want to consider an engine like the
Baja Engine, which is really oriented towards artists -- there's no need for editing source code at all, it's designed to use artist-oriented tools like XSI, and all game logic is in a scripting language, Lua, that is far easier to pick up for a non-programmer than a more general purpose programming language.