It's not for everyone, that's for sure. I've enjoyed it, myself, but I've also had bad teams where things just fell apart and it was no fun at all...
Things didn't go too well, I suppose? :< You guys had a very unique concept there with Pawtergeist, though I don't think it generated a lot of interest on Kickstarter because the deeper gameplay concepts seemed less certain, and... while the fun value looked good, I suppose maybe it didn't communicate how the experience could have longevity and keep up someone's interest after a few rounds. I've never seen the concept of the main antagonist as the face of the game and, in a sense, the avatar of the game. Usually the dress-up happens with the player character but it was interesting to see that dynamic shifted around.
The character and animations were awesome. I don't know what your involvement with the project was, beyond the Pawl model, but it all looked quite good. I certainly missed seeing your work around here though.
I was proud of what we accomplished and really never cared about how well it did or how many people liked it.
What ruined it for me was the horrible management. Selfish team members. And awful communication. And all of which carried into next project I was apparently included in on, so I basically left with a sour taste in my mouth for the whole thing. I also don't think I care too much for working with game assets.
Someday I'd love to work with a decent team. I'm sure it could be fun, but for now I think I'll just be focusing on improving my skills overall.
Ahh, bad management is always going to hurt a team. And having people be selfish on a project that should be a fun collaboration just sounds awful. :<
Personally I love to work with game assets. ^^ Getting things looking good with lower resolution textures and lower poly models and having it all come together is fantastic. ;> It's great to work within constraints sometimes, and I enjoy the challenge of both having to stick to a coherent art style and making low-poly models with good silhouettes, masking the budget-ness with good texturing.
Though, at the same time, the team I'm working with on my senior Capstone project could be a lot more skilled... they're barely able to pull off passable cheap-looking assets, and it's pretty hard for me, knowing that I could easily do better than what they give me in nearly every regard of the game (well, interactive world). But obviously time is limited and I can't just do everything myself. x3 I'd love to have a chance to work with some truly skilled people on a team together (well, they're good designers, just not better than me at coding, art, modeling, textures, animation, etc etc), but there aren't really a whole lot of them around me here.
I guess what I'm trying to say is, it can be hard to get together a team with the right makeup. So far any project I've been a major part in has been selected more or less randomly, or by just asking people around if they want in, but if you really want to succeed your team needs to fill out a good skillset and keep people working where their skills are most useful. Every 'junk' member (someone who has little to contribute) can be damaging and distracting. We had a few people on a game team last year who just wanted in because they were eager to be a part of a development team, but didn't have strong skills. We had one very annoying one who had to interject at every possible point in brainstorming, always throwing us off track. And that team didn't take long to completely fall apart. We may have had the skillset between us to make a game, but those factors really hit us hard and we lost faith that we'd actually get anywhere with it.
Anyway, I'm not certain on the game you were making at the time to make you give up on a game so easily D: But I can tell you that it just requires a ton of patience and spreading the word! ;___; maybe it didn't get spread around too much cuz there wasn't much advertisement.
Don't give up to easily man! Making games should be difficult, but if it were easy, it wouldn't be fun!
Things didn't go too well, I suppose? :< You guys had a very unique concept there with Pawtergeist, though I don't think it generated a lot of interest on Kickstarter because the deeper gameplay concepts seemed less certain, and... while the fun value looked good, I suppose maybe it didn't communicate how the experience could have longevity and keep up someone's interest after a few rounds. I've never seen the concept of the main antagonist as the face of the game and, in a sense, the avatar of the game. Usually the dress-up happens with the player character but it was interesting to see that dynamic shifted around.
The character and animations were awesome. I don't know what your involvement with the project was, beyond the Pawl model, but it all looked quite good. I certainly missed seeing your work around here though.
What ruined it for me was the horrible management. Selfish team members. And awful communication. And all of which carried into next project I was apparently included in on, so I basically left with a sour taste in my mouth for the whole thing. I also don't think I care too much for working with game assets.
Someday I'd love to work with a decent team. I'm sure it could be fun, but for now I think I'll just be focusing on improving my skills overall.
Personally I love to work with game assets. ^^ Getting things looking good with lower resolution textures and lower poly models and having it all come together is fantastic. ;> It's great to work within constraints sometimes, and I enjoy the challenge of both having to stick to a coherent art style and making low-poly models with good silhouettes, masking the budget-ness with good texturing.
Though, at the same time, the team I'm working with on my senior Capstone project could be a lot more skilled... they're barely able to pull off passable cheap-looking assets, and it's pretty hard for me, knowing that I could easily do better than what they give me in nearly every regard of the game (well, interactive world). But obviously time is limited and I can't just do everything myself. x3 I'd love to have a chance to work with some truly skilled people on a team together (well, they're good designers, just not better than me at coding, art, modeling, textures, animation, etc etc), but there aren't really a whole lot of them around me here.
I guess what I'm trying to say is, it can be hard to get together a team with the right makeup. So far any project I've been a major part in has been selected more or less randomly, or by just asking people around if they want in, but if you really want to succeed your team needs to fill out a good skillset and keep people working where their skills are most useful. Every 'junk' member (someone who has little to contribute) can be damaging and distracting. We had a few people on a game team last year who just wanted in because they were eager to be a part of a development team, but didn't have strong skills. We had one very annoying one who had to interject at every possible point in brainstorming, always throwing us off track. And that team didn't take long to completely fall apart. We may have had the skillset between us to make a game, but those factors really hit us hard and we lost faith that we'd actually get anywhere with it.
Anyway, I'm not certain on the game you were making at the time to make you give up on a game so easily D: But I can tell you that it just requires a ton of patience and spreading the word! ;___; maybe it didn't get spread around too much cuz there wasn't much advertisement.
Don't give up to easily man! Making games should be difficult, but if it were easy, it wouldn't be fun!