After creating a small game many people try to make a larger one, and then feel that they need a small team to help them along. This Ible covers trips and tricks that I've picked up from my own computer game, DEEP Space, that I've been working on for more than a year.
This does not only apply to computer games, but also to other web-based team projects.
Making a game is a big task, that takes a lot more time that you think. A professional, paid company takes over a year to produce a good game, so don't expect you to produce an amazing title in a month.
Also, people often drop out of un-paid projects, so be prepared to do everything yourself.
Step 1: Make initial decisions
- What game engine are you going to use, or will you code one from scratch?
- What will attract people to your game?
- Who is your target audience?
You choice of engine may be influenced by things like:
- Programming languages you know
- Licencing of published games
- Game-play type. (ie Spring is for RTS only)
When you create a game you have to think about who will play it and how they will find out about it. As I found out, making a game is 10% developing and 90% promoting.
- Most game projects have a website, for consumers and developers.
- Publish WIP versions of your game on the web.
- Make posters and distribute them on the web.
Make sure you have an audience.