Solabusca on 3/2/2006 at 17:17
Actually, she created art for the project that failed. She's already said she doesn't want to work on your new project, so you might want to make sure that she'll LET you use her artwork this way.
.j.
Fingernail on 3/2/2006 at 17:22
Running a mod is a fine balance between GBM's ideal and the reality of having to attract some members to do good work. Having a PR-manager may seem overkill and pretentious for a free mod, but the truth is that for a large and ambitious project, skilled and dedicated people are hard to attract, and some of our best people are there because they saw the website, or our forum posts. Not everyone is a jack-of-all trades who has 10 years to spend on a free mod. Least of all me, right now. That doesn't stop the ideas flowing, though.
In fact, if I'd been on the internet a few years ago I probably would have been rather like Kingers. It's a matter of presentation, really. People have an intrinsic feel for quality whether or not they like the content. Now if Kingers and kru had come along with a sensible name, a mature attitude, some decent sentences acknowledging the difficulty of such a project, some detailed plans that weren't just made up as they went along, and perhaps even some work-in-progress shots showing something interesting, then I bet they'd have had more success.
But of course, it wouldn't have been Unforeseen Consequences then.
jay pettitt on 3/2/2006 at 18:05
Do you guys still need a Zombie vocal talent?
Parker'sSire on 3/2/2006 at 18:11
Quote:
Originally Posted by Gingerbread ManHere is the BEST way to start talking about a mod:
"Hey guys, we just finished this mod for (game). Check it out."
The closer you can get to that ideal, the better.
Yup. I've made the same mistakes (different industry... same concept). Anybody here remember the
first time you created an animation? ...wrote a small computer program? ...wrote a short story? ...created a piece of music and recorded it or sequenced it (MIDI)? You have this insane compulsion to watch/run/play it over and over and over sometimes forgetting to get back to the project. There are many "personal" milestones in project development, but they're not the same as actual project milestones. The former are ... well... personal. The latter might be for project "updates" on your simple but informative website.
To me, one of the main the reasons for "early" promotion seems to be to obtain financial or audience enthusiasm and backing.
Don't need either here. It's not possible to find a more loyal and, potentially, enthusiastic audience than one that keeps an 7 year old product alive out of nothing but love. Heck, if you write the smallest level possible and humbly present it to this group, the chances are that you'll get more smiiles and pats on the back than you can deal with.
Attracting "skilled and dedicated people" to work on the project is a bit different and, I guess, you have to find the balance between presenting a desirable and enticing work environment and overdoing it with hubris and turning people off.
Quote:
Originally Posted by Gingerbread ManWe've all seen the horrible, tone-deaf fat idiots on American Idol who are auditioning because all their friends say they sing real good.
...Do not listen to your friends' opinions that your mod will be the best thing ever.
But every "Americal Idol"ish environment has its Simon Cowell(s). And this forum is no exception. (use your imagination)
(It's your quote, but I don't mean you GBM)
Luckily, most people, though facinated by Simon, think he sounds like a moron. Don't let the Simons change a thing you're doing. Better yet, don't give them a chance. Good advice around here: do it quietly and to
your specs... If you don't go worrying about the tagline of your project yet, you won't have to worry about people not liking it... the energy wasted thinking about it can go into the project development itself.
I partially agree with you GBM. You can't avoid well meaning people who think like the friends do in your quote... but you
can try to make it the truth. I hope you meant that one shouldn't take it to heart, smile over having the "best thing ever", leave it at that, and do nothing. 'Cause you have to feel that you have a worthwhile idea or you can't possibly bring it to light.
There's no need for elaborate, advanced trailers. No need for a daily update. and def. no need to build excitement. Let the real project milestones become your reasons to pat yourselves on the back. And, hmmmm, maybe release the first level when it's done....
"What about WRITING it first and rationalizing it afterwards?"
-Larry Wall (creator of the Perl prog. language)
SubJeff on 3/2/2006 at 18:12
Quote:
Do you guys still need a Zombie vocal talent?
Yeah, I hear jay pettitt is dead good.
Ominous cowl on 3/2/2006 at 18:31
Quote Posted by jay pettitt
Do you guys still need a Zombie vocal talent?
Yes, we want to create unique zombies for the project. You can be in our team, just record a few samples! ;)
@Parker'sSire et al: We are continuing the project, but we will be careful about the content we will eventually post in the TTLG boards.
ToolFan2007 on 3/2/2006 at 19:38
Is it still not finished?
Ominous cowl on 3/2/2006 at 19:43
Quote Posted by ToolFan2007
Is it still not finished?
It is an ambitious project.
Clockwork Mifune on 4/2/2006 at 02:32
Quote Posted by Solabusca
Actually, she created art for the project that failed. She's already said she doesn't want to work on your new project, so you
might want to make sure that she'll LET you use her artwork this way.
.j.
They did, and they have my full permission for it. The only one who doesn't want them being used in the new project is kingers...
sparhawk on 4/2/2006 at 12:05
Quote Posted by Ominous cowl
Yes, we want to create unique zombies for the project. You can be in our team, just record a few samples! ;)
LOL. It's getting better and better. :)
At least it serves for amusement. :ebil: