For Level designers, this mean levels in general(layout, Art, Music, specific Objects for the level), or Level layout, or just Layout and art?
Possible Option for ProSonic
#17
Posted 10 July 2007 - 09:03 PM
Rather than seeking for money for motivate people, I'd suggest to elaborate an comprehensive development plan, defining exactly what you'll need, including human resources. Most collaborative projects fail due to bad organization, but they can work, even without donations, if enough effort is put on this matter. I can understand from your words that your project has grown so much you can't maintain it anymore on your own; I've also meet this feeling after years of development on my own project. But notice that you're not the only one who actually want to have a life, hiring just one more programmer isn't likely to be enough, imho. If you define what you need to be developed now you can assing diferent small tasks to several experienced programmers; this way the project gets done and people will still have a life. C is not exactly the best language for modularized programming, but well, it can be done.
If you want to hire people this is the best way to go, in my opinion. Although you might need to release a tech demo or something to get some more attention first.
If you want to hire people this is the best way to go, in my opinion. Although you might need to release a tech demo or something to get some more attention first.
#18
Posted 10 July 2007 - 11:21 PM
If I had the money, I would donate, or even coding skills, I would help out on this project because I honestly want this to thing to happen. Hell, I started doing art for Q for the purpose of having a shit load of material ready for ProSonic's release date until you changed it, which set me back to messing with ROMs.
I honestly hope you get the support you need for this, whether it's by people actually donating their time or being payed, since hope is pretty much all I can offer.
I honestly hope you get the support you need for this, whether it's by people actually donating their time or being payed, since hope is pretty much all I can offer.
#19
Posted 10 July 2007 - 11:51 PM
Ok, I'll give my two cents on this:
JoseTB makes some good points, if you're going to be moving into a more collaborative style of development with ProSonic, you'll need a clearly defined development plan. You've kind of given off mixed signals in previous topics/posts... You need help with things, since the scope of your project has become very ambitious for the development time frame you wanted originally. Yet at the same time you give the impression you don't want others to work with anything else other than arbitrary tasks like a sprite editor/gui tools etc etc. I know you have a lot of pride in your project, but at the same time, being too defensive with your work will deter some from wanting to join you.
Here's some ideas for developing ProSonic
-Release some sort of concept demo to generate interest (as mentioned by JoseTB)
-Sort out your project's Scope: Cull some of your more fruity ideas of stuff like Nintendo DS/Dreamcast ports and Yamaha sound chip emulation. I can tell you right now that all those features together AREN'T going to play nicely. For example, the DS has tiling modes, but they're for 8x8 tiles, the smallest you use is 16x16. The Dreamcast's processor is weak for software rendering, and having to emulate sound would slow it down even further. Add to all this your desire to have 16bit and 8bit rendering with different resolutions and there are just so many factors that will conflict with each other.
Instead focus on getting the player object to work, and object scripting. People will get bored of seeing a white rectangle in a scrolling level, the sooner people see Sonic acting like Sonic, the sooner the average punter is going to say "Hey Cletus! It's one of dem fancy Sonic engines!"
-Use RAD Tools (e.g. VB, RealBasic etc) to prototype your Editor toolkits to speed up development, then develop them in C/C++ later if you so desire. You could whip up a sprite editor in a weekend this way. I recommend RealBasic over VB since it's multi platform and doesn't suffer from OCX hell
Above all, be patient, work on it when you can and relax... Unless you're trying to make money from it, it shouldn't matter when it's going to be finished.
JoseTB makes some good points, if you're going to be moving into a more collaborative style of development with ProSonic, you'll need a clearly defined development plan. You've kind of given off mixed signals in previous topics/posts... You need help with things, since the scope of your project has become very ambitious for the development time frame you wanted originally. Yet at the same time you give the impression you don't want others to work with anything else other than arbitrary tasks like a sprite editor/gui tools etc etc. I know you have a lot of pride in your project, but at the same time, being too defensive with your work will deter some from wanting to join you.
Here's some ideas for developing ProSonic
-Release some sort of concept demo to generate interest (as mentioned by JoseTB)
-Sort out your project's Scope: Cull some of your more fruity ideas of stuff like Nintendo DS/Dreamcast ports and Yamaha sound chip emulation. I can tell you right now that all those features together AREN'T going to play nicely. For example, the DS has tiling modes, but they're for 8x8 tiles, the smallest you use is 16x16. The Dreamcast's processor is weak for software rendering, and having to emulate sound would slow it down even further. Add to all this your desire to have 16bit and 8bit rendering with different resolutions and there are just so many factors that will conflict with each other.
Instead focus on getting the player object to work, and object scripting. People will get bored of seeing a white rectangle in a scrolling level, the sooner people see Sonic acting like Sonic, the sooner the average punter is going to say "Hey Cletus! It's one of dem fancy Sonic engines!"
-Use RAD Tools (e.g. VB, RealBasic etc) to prototype your Editor toolkits to speed up development, then develop them in C/C++ later if you so desire. You could whip up a sprite editor in a weekend this way. I recommend RealBasic over VB since it's multi platform and doesn't suffer from OCX hell
Above all, be patient, work on it when you can and relax... Unless you're trying to make money from it, it shouldn't matter when it's going to be finished.
#20
Posted 11 July 2007 - 02:18 AM
If I can get a copy of the current(ish) ProSonic engine, I think I could at least put something together before the final release. If not the full on Sonic Horizon, perhaps at least the action levels themselves or something. I felt pretty bad about totally letting you down when we were first talking about this what, a year and a half ago? I've been doing a little bit of work here and there (haven't made any particular updates lately though) and would be really interested in working on this.
#21
Posted 04 August 2007 - 11:04 AM
Hi Damian, It's Vincent here.
I already translated your PSonic outline in Italian, do you remember?
As a skilled only graphic user, I can only make sprites and animations like my older projects:
http://digilander.li...ur/NCassios.gif
http://digilander.li...RanmaRyoga1.gif
http://digilander.li...ur/ranrealr.gif
http://digilander.li...ur/newstand.gif
That said, I really need a powerful tool to create the Sonic The Hedgehog game I've been assembling arts and ideas since 1995.
Of course if well organized, and provided by demos, I will give in as much money as I can, but only with a transparent and dedicated work from the PSonic Team.
Would be a pity if I threw in money for an ill-fated project don't you agree?
I already translated your PSonic outline in Italian, do you remember?
As a skilled only graphic user, I can only make sprites and animations like my older projects:
http://digilander.li...ur/NCassios.gif
http://digilander.li...RanmaRyoga1.gif
http://digilander.li...ur/ranrealr.gif
http://digilander.li...ur/newstand.gif
That said, I really need a powerful tool to create the Sonic The Hedgehog game I've been assembling arts and ideas since 1995.
Of course if well organized, and provided by demos, I will give in as much money as I can, but only with a transparent and dedicated work from the PSonic Team.
Would be a pity if I threw in money for an ill-fated project don't you agree?


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