*must be able to work as a team
^that is found on almost every application for development companies. And why not? That is what it takes for good games. Great games. So this is what this blog is about: making your own team for gamemaker. (And a little about my own)The first obstacle you have in making a team is finding people to work on it. That's not really a problem for me since half my friends are really nerdy… But back to the topic, look for people that are willing to learn and have at least a mild interest in games. Another requirement would be that they should have a computer (obviously). Your second objective is to teach them. A definite prerequisite to teaching your team is to have the help of one other experienced GM user. If you don't have one now you'd better find one or teach someone for the next couple of months. I can't really say much here, even though it's the hardest part. Just try your best and start simple, possibly with the Click the Ball tutorial. Start them with code to skip the transition phase (another waste of time), and don't just type code and comment. They need to do it themselves.Thirdly, you give them jobs. An easy vocation (my crazy 9th grade english class makes me take 10 pages of notes a day and memorize thesaurases) to start is Level design. In fact, it may be the only career (lol!) the believe is real. Not to mention all it requires is tile knowledge and object placing. And the occasional lecture on not being a level design newb. Other easy to give (with GM) occupations (there I go again) include but are not limited to making scripts, writing dialogue, gfx, sfx, that-guy-that-brings-us-chips-and-soda, definer of objects (trust me, and I mean Item value and stuff like that), and anything else you can think of.My own team has just started level design. So far I've only got that 'other' GML experienced person working but hey, it's progress.The other people still need to be introduced to the current project..So just comment watcha think and anything you've down about a team in your area.-Zac1790
Hmmm… Teamwork…
As a jack-of-most-trades, I don't team up - but teams are very useful for large projects.Yeah, I can't seem to work with a team real well, at least with GM. [:(]
-FleaI find it hard to work with a team over the net.
one of the games on my 64digits account was made with teamwork. it was made by me and nathan aka manther. It is a pretty simple minigame and the online highscore tables dont work anymore but you can check it out if you like ;)
I've worked with a team on only one of my projects (I worked with "The Canadian" on Halo: Caboosed) and it was a rewarding experience. Nearly every other day, though, I "work with people" to help them with their projects, and that is never rewarding… it just makes me weary of people asking for help, since they always seem to get angry at me when I don't do their work for them.
I would gladly work with someone who has made a few games, and has an expertise that they would like to mix with one of mine… as long as they could maintain professional standards like syntax and communication. The problem is, there really aren't that many people out there like that.All the people I have worked with, I hated working with, RhysAndrews, Zro, Ussyless.
For 3 main reasons.1) They code they write just looks damn bad, no indenting is the really bad thing for me2) Always telling me WHAT I've gotta work on and what I can't, *cough*Rhys*cough*3) For larger teams, not enough management, people keep working on the same file and then a clash occurs. Though a CVS could probably solve this.I am going to start up a team soon, I just hope to develop a standard first, layout of the projects, etc etc.unfortunately for SJF, Chiken took over his job
I'm more for the individual game creation, because some people tend to mess up the game. I'm up for joining a team or working with someone if they're pretty good at making games and have enough patience. But it can't be one of those people who don't do anything and expect to take credit for it. But overall, like Evilish posted, some people can't code whatsoever, and they make it look really bad, so when there's an error, it's hard to fix. I'm up for a good teammate, and I woulld be glad to help someone else with their project. As far as I see, though, I'll only take on team membership if it's a large project. I hate new users asking people to be on their team when all they're doing is a dumb Pacman remake.
Yeah, it's only worth it if the game is a huge project.