mastermesh
Mutated
- Joined
- Apr 21, 2007
- Posts
- 16,461
- Location
- Auction room somewhere...
- Society
- Freelancer
- Avatar Name
- Maria Mesh
Yes, torque is cheap to start out, but it gets pricey later on. I do like it though and use it myself for some projects that I'd like to work on, might be working on now, or in the future someday. http://www.torquepowered.com/products/torque-3dEngines: Tourque engine (cheap, can create webbased 3D games), RealmCrafter(even cheaper)
Truely free alternatives, like Crystal Space do exist. I am somewhat interested, but do not know that I can put in too much of the time needed to do truly outstanding work, at least in the 3d area. However, there are possibly some areas in other realms that I might be able to help having several thousand photos on Turbosquid, a BFA in Studio Painting, and a Minor in Theater. I used to do a lot of indie 3d stuff several years ago, but gave up on it over time due to being tired of doing a lot of work with little or no pay. I might be willing to try to find some free time to help, but make no real promises about how much I can help.
First things first... Get together a SOLID plan. Focus on key areas and how you can get the entire plan together to a stage of completion that is realistic and possible. In other words, SET DEADLINES and stick to them. My advice to anyone who really wants do this sort of stuff is to make it easy for all involved (use freeware when possible - devcpp, eclipse, etc. instead of Microsoft Visual C++ or .net, etc. (even though ultimately that stuff might be needed since MA seems to use Visual C++, and a lot of proprietary M$ stuff)), make it organized, know what your goals are, plan to stick to this for a LOOONG time. Average normal video game development time for real professionals is 2 years or more sometimes. Do you think amateurs working in spare time, not 40 hours a week like the pros, can really accomplish the same level of work in a similar timespan - yes, it is possible, but plan on giving credit where credit is due, giving people incentives to work for you (regular paycheck does help give some incentive), etc. Storywise, there's lots and lots of possibilities.
First thing first... gather as much info about what tools you plan to use and post tutorials and links to where people can get the software and how to use the software. This can become a learning tool for all involved... and sticking to cheap or free software will help get people involved. Don't force people in to paying for the newest version of Adobe Photoshop, Premiere, Lightwave, Maya, Zbrush, 3d Studio Max, etc. before even allowing them to join, costing them tons of money to even come in the front door of a project like this.
Get your ideas together more solidly. Perhaps you could join forces with Project Moderna, which is the same type of project really. Lots of little projects like this out there are going to split the community. Get one project going, not a bunch of little ones that will never be completed since they all drain the resources of one another through competition. Working together usually gets way more done then working against one another - that's true for just about anything, and has always been my theme and goal in EU.
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