3/1/09 Just some observations
17 years ago
General
I just have to get this off my chest.
Why can't I find a group of people to work with on creating games?
Every time I think I've got a good thing going, it turns out I'm the only one moving forwards and working on the project. I call people on it to prove they are doing what they say, and it turns out to be just talk. Bla bla bla bla.
"That's nice, but show me your work. What do you mean you can't? Oh so you don't have any to show? If you've got work, show it .... "
Yah that's about how it goes from my end. I'm not captain quick here either, but I do make _some_ progress to show.
Why can't I find a group of people to work with on creating games?
Every time I think I've got a good thing going, it turns out I'm the only one moving forwards and working on the project. I call people on it to prove they are doing what they say, and it turns out to be just talk. Bla bla bla bla.
"That's nice, but show me your work. What do you mean you can't? Oh so you don't have any to show? If you've got work, show it .... "
Yah that's about how it goes from my end. I'm not captain quick here either, but I do make _some_ progress to show.
FA+

I miss you!!! I hope things are going well and good luck on all of your projects. :3 Let's talk sometime soon.
Secondly, finding decent people to help you on your game is hard enough without forcing restrictions like having to actually be a fur. Finding a decent artist who actually get the job done on time who is also willing to work on your project for free is going to be hard enough, let alone finding one who is all of these AND a fur. There are plenty of people out there who are not furs but who don't have an issue with furs or the furry community in general. It might be an idea to put your idea out to other communities other than just furry related ones, specifically indie gaming communities.
Just as an observation, your project very much seems to be your baby, which I think is great. However, I get the sense that it is very much your idea, and that other people's opinions don't really carry much weight when it comes to the shape of the project (if I am wrong, please forgive me, as I mean no offense). In a large games company, where people have their allocated job and have to either do it or be unemployed, this works fine. You have a guy who comes up with the idea, you have a team that makes it based off their vision, they all get paid (generally) and all is well. However, in a smaller, indie project, this generally doesn't fly unless there is some benefit to the others involved in the project. It seems that paying them isn't really an option in this case, so you may need to give them some stake in the shape of the project. These people are setting aside their time to work with you on something that they're not getting a cent from, so giving them something in return (like a say in how a certain feature works, as a basic example) will allow them to feel more like they are part of the project, and give them more reason to hang around. No project will ever turn out 100% how you want it to (even if you were working on it by yourself for the entire time), but having an extra opinion or two can help shape it into something that works out to be better than you initially envisioned.
In my experience with indie projects, when it comes to making sure people are doing their part, it can be a good idea to have set week-to-week milestones for everyone, even if it's something everybody sets themselves. These don't have to be extremely rigid (as not everything is going to go to plan on a project), but even just a basic guideline that can be modified slightly if need be would be a good option. At the start of the week (or the end, depending on how you want to look at it) everyone will be expected to have what they're working on in a form that they can show everyone else (even if they just have a screen-shot of a model they're working on or a small bit of code running as part of the main project), and have everyone show this progress in some form of progress meeting, which you could easily do on a project forum. That way you can keep on top of what people are doing (or if they're doing it at all), people can see how the project is shaping as a whole (believe me, if people don't see progress in a game project, they'll generally lose interest quickly), and people are much less likely to skimp on what they're supposed to be doing when everybody else can see that they're not keeping up. The avoidance of embarrassment is a VERY good motivator. ^^
And just as something quick to think about, anybody else who is working on this project with you is working WITH you, not FOR you. If you make sure they feel the former and not the latter, people will generally be more pleasant to work with. ^^
Anyway, I hope these bits and pieces from what I've learned from prior experience helps. Good luck, and sorry about the walls of text. ^^
Yes that does make sense, and I"ve taken time to set my project aside and work with some one else in order to get the 'teamwork' experience in order to get a project under my belt ... but I end up doing all the work and they don't have time to meet for a show and tell, or don't read any of the forum posts.
You've got a pile of great advice here. Thank you!
I need workers with passion!
Local thing I've got going is barely enough to even fill a compact car with, and they have no interest in working on anything other then girlfriends/wifes Honey do list ... Honey do this, honey do that.
Yes, It's more difficult, but not impossible. Just a real pain and groups don't work out as well as if you can knock on there door on a Monday morning to call their bluff on being sick.
I would help if I had tons of money to pay people a full salary instead of offering sweet equity.
*shrugs* Thank you for the advice though.