>>
|
2baea8.jpg
Sandy Basket
2baea8
>>24744
Well, we'd probably need:
-Project Leader who can keep everyone together, and at least keep the artists on track long enough to get the basic things we need (character portraits, sprites, cityscapes, backgrounds, etc.).
-Someone familiar with scripts and computer science, in case we need to rig something up that whatever engine we're using can't do already. This role becomes more invaluable if we are not using an engine, and making this from scratch. (I would not advise the latter option, since it increases risk of discouragement or loss of interest)
-Artists. This is tgchan, and this department should not be a problem. As mentioned above, one artist should do a section on their own, otherwise clashing art styles might throw people off. If one character is in Lagotrope's cartoon-y style, and the other has a portrait from Pixel Adventures, the clash might be disrupting to immersion. On the other hand, the asset or disadvantage of this effect would depend on game genre and plot elements.
-Writers to design the plots and characters. Since they'll need to collaborate on a lot of things, these should be people who work well together.
-If we want to be original, we can have some people make an original soundtrack. Otherwise we can probably just use already existing songs, like Barkley and Drunken Paladin tend to do. Not a necessary role, but could add that 'home-made' feel, like fresh baking.
-Collaborator, for lack of a better term. The person who takes what everybody made and puts together the first/final drafts. It's easier with one person, because with more than one they'd have to constantly send stuff back and forth to keep their work compatible.
-A polisher or two to look through, play test, and generally help correct any mistakes between the first version and the final game. Might be the same person as the collaborator, or everyone in general, but more eyes work better for combing out errors.
I lack the skills to fulfill roles aside maybe a polisher.
|