Another way to get such a project up and running is to develop a small prototype with some placeholder objects and don't forget to write a nice document which describes how the game should be once it is finished.

This shows the community that you are able to start a project, have a vision and could finish the game alone if you buy the needed assets (sounds, 3D and 2D art, etc. )

If the document leaves enought space for own ideas for those who want to join in, it could realy work for small projects.

I worked for a small company in a team of 2D and 3D artists and it took about one year to get the game ready. We had to buy sounds and to hire someone who is a professional speaker for our tutorial.

This would not be possible as a community project, because we all worked fulltime at this project - think about the time you can spend per day/week for such a project. And sometimes there are very hard times. It is easy to get lost then. In a community project this means, they leave you alone... just another dead project.

To put it together:
- start alone
- start small
- have something to show once you decide to ask for help
- starting small does not mean to move blocks around... if it is that simple, your project would not attract the community at all.

Currently I try to help another community to get something started, and it seems they stuck in a tar pit, because the whole reaction time is very very low.

So, once you start something (go into the public area and talk about it), you should make sure you have a long breath and don't give up early.

sorry for this long monolog...
-- slacer



Last edited by slacer; 03/23/09 22:25.