True, being a contributer you need to wait and see and not hound the
dev for this or that project.
I can't be bothered hounding maybe I am to nice I don't often check
and that can be bad to.
At 01:33 a.m. 15/06/2015, you wrote:
Hi Knick.
That is an interesting point. one of the things I've noticed with a
lot of graphical indi games, is that they're rarely one person who
does everything, usually there are two or three people including a
coder, a graphic artist and maybe an animater or sound designer.
Perhaps having more than one person on the project also means
managing stuff like volunteer contributions can be done in a
structured way and the person doing the coding can be left to, ----
well coding.
Beware the grue!
Dark.
There is always more to know, more to see, more to learn. The world
is vast and wondrous strange and there are more things benieth the
stars than even the archmaesters of the citadel can dream.
----- Original Message ----- From: "Nick Adamson" <n...@ndadamson.com>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Sunday, June 14, 2015 1:45 PM
Subject: Re: [Audyssey] info AudioGames Game Engine
Hi dark.
There's a couple of factors at play.
As has already has been said, game development can take some time
and keeping volunteers interested in the medium to long term is
quite difficult.
Also following through on commitments can be an issue. As an
example, when developing Park Boss I asked for volunteers to record
short bits of dialog, a number of people contacted me and I sent
scripts. That was the last I heard from about a third of the volunteers.
Another thing that is a factor is the different recording quality
that comes back. This didn't matter too much for Park Boss but in
other audio environments could be noticeable and make the game feel disjointed
There are a number of things that make managing a team of
volunteers harder than employees. Things like wide spread
locations, egos and commitment that probably puts developers off.
In the end the developers like my self are very much code focussed
and managing people takes away from coding time. That's why I think
a large scale, volunteer developed game would need someone to act
as a project manager who is not the main coder.
Just some thoughts.
Nick.
On 14 Jun 2015, at 12:31, dark <d...@xgam.org> wrote:
Hi Tom.
I don't think it's a legal matter, or at least if it is most
developers are pretty quiet about it being such.
I suspect it's a combination of developers not asking, people not
offering, and of course the problem that particularly with thiungs
like voice acting, your dependent upon equipment quality, although
that is less of a concern these days than it used to be.
I will also admit I've noticed developers are sometimes unwill to
recognize their own short falls.
Take paladin of the skies, the script really! could've done with a
bit of a polish, just to remove some of the more clunky phrasing,
make the characters appear less childish and all in all give a
better experience, however I don't think it occurred to Aaron that
having a professional, or at least volunteer script writer with
some degree of writing cudos was something they needed.
All the best,
Dark.
There is always more to know, more to see, more to learn. The
world is vast and wondrous strange and there are more things
benieth the stars than even the archmaesters of the citadel can dream.
----- Original Message ----- From: "Thomas Ward" <thomasward1...@gmail.com>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Sunday, June 14, 2015 7:24 AM
Subject: Re: [Audyssey] info AudioGames Game Engine
Hi Dark,
You bring up a very good point, and to be honest I'm not quite sure
why the community hasn't been more active in supporting our developers
with sounds,music, scripts, whatever. It could be as simple as
developers haven't asked or developers have been closed to support
from outside help.
One issue I need to bring up is while volunteer work is wonderful it
also can be a bit sticky from a legal point of view. Copyrights aren't
necessarily designed for content to freely be given away so there has
to be written contracts that turns a license or the sharing of a
license over to a developer else it can be legally entangling if the
owner of a specific sound, music, script, whatever later decides they
want exorcize their rights as the owner of said copyrighted material
and that puts the developer in a bit of a bind. So it is possible that
some developers and community designers are hesitant of collaborating
from some legal standpoint.
That's only a guess of course, but there are reasons why things aren't
necessarily falling into place. It would be in our best interests to
find out those reasons and address them.
Cheers!
On 6/13/15, dark <d...@xgam.org> wrote:
Hi Tom.
While I'm sure your right as far as different developers go, one thing I
will say is that games are not just made by developers.
There are script writers, voice actors, sound designers. Even in the indi
graphical games community a coder doesn't do all ttheir own
graphics, music
composition etc. One thing I always find a bit odd is the way that so many
people in the audiogames community play around with sounds for
fun, yet none
of them put those tallents into sound design, or the way you have talented
writers and actors and yet such people do not seem to be getting in touch
with developers to assist for one reason or another.
Indeed, swamp is a good example sinse I do know that while all the coding
and large parts of the basic design are Aprones, he has had
assistance from
several people as far as creating sounds go.
So, while I'm sure your right on collaboration with different
developers, I
do think there would be milage in developers handing at least some aspects
of the production process over to other people.
All the best,
Dark.
There is always more to know, more to see, more to learn. The
world is vast
and wondrous strange and there are more things benieth the stars than even
the archmaesters of the citadel can dream.
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