Re: Let's Build an RPG!

I don't have much to offer accept a list of decent sound designers.
I haven't worked with many of these guys personally, so I can't tell you much about how easy they are to deal with or communicate with unfortunately, but I can tell you that their work speaks for it's self.


I suggest talking to people like Robjoy AKA Arjin, Kai aka Xoren, Sam Tupy, Gortholon, Damion pendelton, Carlos AKA Keywasfull, Oriol Gomez, and Pitermach.
I'm likely missing a couple but it's a place to start, you can probably find their emails here or search for them online.
Sam is really busy ATM and he's not great on the communication or followup front, and Gortholon has a job and he's doing his own stuff, Carlos has a lazyness problem last time I checked, aside from that, I would generally vouch for Damion, Pitermach, and Gorth the most from what I've seen in terms of reliability, but some I just don't know much about.
Oh and I wouldn't suggest my self either, lol, I don't practice enough and I'm way too unreliable for a big project ATM.


A word of advice though, based on my experience with various projects, if your sound person doesn't communicate with you for more than a week when given a task, unless it was something you guys talked about in advance, or it seemed like a good reason, as long as it doesn't happen allot, then drop them, ASAP, as they will only drag down your project, there are allot of people with good intentions around here that can't back it up, much like most of the young devs, school gets in the way and such, and you've asked right when school starts up again.
Also, expect this to take a while, maybe even a year, I don't know how ambitious your project is, and expect to switch coders slash sound designers at least once.


Also also, and this goes for both sound and code, you should make frequent, as in at least once d aily when your doing any work, backups, at least 2, and keep at least one of those backups offline and only connected for as long as it takes to make the transfer, not only because so much work has been lost that can never be gotten back in the past, The Wastes, the STFC source, SBYW, and many more, but also because you never know when someone might fuck you over do to association with someone your working with, because they know your doing something interesting, or because you dropped them from your project.


Which is also also also why you should keep your team to a minimum size and periodically check to see who's a part of your shared folders, and I'm not sure if you can code any, but if not, you need to be very, very careful about who you hand your code to, otherwise you could easily have a million halfassed clones running around, so I suggest asking around to find the most reliable people and then seeing who's available, and actually talk to them a bit first before committing.


Be patient with your coder as well, especially at first, there are so many libs to try and different approaches to take to find the best one, and trial and error is really the only way to do it, and expect to be called on to do spur of the moment testing of new features or bug fixes at the drop of a hat.


I also also also also suggest not having an open beta at all, though I know that's later, it honestly just never really works well, and you have no reason to do any server load testing as your game isn't multiplayer.
When I say open Beta by the way, I don't mean not asking for applicants on the forum and filtering them to find the ones you want, I mean letting any old person in.


It's very good that you actually have a plan though, that's rare in this community, especially as of late, and that will drastically improve your chances of making this work, as I'm sure you know.


By the way, the only decent coder I know enough about to comfortably suggest is Nathan from NASoft, maker of park boss and tube sim, he's a software dev by day and has the most professional approach to projects in this community by leaps and bounds from what I saw when I was on his beta team, though he's only worked alone in the past.
I would say that approx two thirds of the coders here who've actually put something out aren't worth working with if
you truly want to get anything done.


Also also also also also, if you aren't selling this, I'm assuming your not as that would complicate the shit out of everything, I can give you plenty of resources to find free sounds with CC licensing, if your chosen sound designer doesn't already know them, so can Magurp, it's good to share info on these things either way.


Good luck, is all I can say, and stay patient and on your toes. I hope to see what ever you put out in the future.


PS. I regret nothing.

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