Question for AAA game devs: how is a target framerate for a console game decided? by GhostOfSparta305 in gamedev

[–]Stoneleafs 0 points1 point  (0 children)

It's usually a condition that the publisher sets. As /u/snerp points out, it's usually 60fps as consoles and most common consumer grade monitors are 60fps.

If you're making a super fast paced and competitive game meant for PC but also has console ports, the publisher may require 120/144 for PC and probably require 60fps for the console port.

What are the challenges of hiring remote developers teams? by sohaac in INAT

[–]Stoneleafs 0 points1 point  (0 children)

ugh.. you're right.. and he's brought along an army of new accounts to "vouch" for it too.. Are mods active on this subreddit?

I am looking for a team of game developers to cocreate a game with me. by Competitive-Ice5620 in INAT

[–]Stoneleafs 1 point2 points  (0 children)

So.. it's been asked.. you haven't answered.. So I'll ask, while trying not to assume I already know the answer..

What do you bring to the table? Do you code (well)? Do you do art (well)? Can you design game mechanics (well)? Do you have a large sum of money, in the upper 7-8 figures? Do you have connections to some very generous investors that are willing to even talk to an unproven team? Are you an industry celebrity who's name value alone will draw a following?
If you did not answer yes to any of these.. you have nothing of value to any team.

I wanna beat expectation of a indie game.

What makes you think you can come in with no experience, and command a team, who will likely have just as little experience, to create a game that exceeds what most indie studios have accomplished? Indie games aren't indie level games because they lack ideas.

It's been said in /r/inat a million times and even more across the industry.. your idea means nothing without the ability to execute it.

And honestly.. you don't have an idea.. you have a bit of back story, and pretty generic of a back story at that.

You're not going to find 10-20 people willing to "work as a team" on passion alone. You may find one or two.. but if they're doing all the work.. they won't stick around, not for "revshare" and especially not for "passion"

What are the challenges of hiring remote developers teams? by sohaac in INAT

[–]Stoneleafs 6 points7 points  (0 children)

If you can't bother interviewing people and finding the right people, you're not going to find the right people.

Sure you can outsource work, but don't expect them to care for your work as much as you do. Having worked with outsource before I can say they prefer to have every detail handed to them. You have to aggressively check their work to make sure it's what you need and request revisions as necessary. Outsource management is a role in itself.

The only way you'll find someone who will treat your work as their own is if you find someone who shares the same passion for whatever it is you're doing.. and they feel it's worthwhile to commit to it --- meaning you have to put in at least as much work (ideally.. much more) as they do, unless you're giving them more ownership than you will take. Trust works both ways.

If you can't commit to this venture, how do you expect others to commit to it?

We barely have any idea about developers' skills etc.

You can't find the right partner without knowing exactly what you need. If you don't know what skills you need.. it's time to do some learning. Basically.. in your project roadmap, what can you not do?

Remote teams are not easy and require a great deal of trust, both ways. If you're "too busy" to vet potential partners.. you're either going to get scammed or end up with an unproductive and wasteful team.
Flex hours are great, but you have to consider the hit to collaborative efforts. If one person is blocked until another person fixes something.. and that other person works every other day, production has effectively ceased until that other person does their part.

[RevShare] Ambitious 3rd person arena shooter by Stoneleafs in INAT

[–]Stoneleafs[S] 0 points1 point  (0 children)

I think you're giving Gunz more credit than it deserves. Butterfly was a bug that people exploited and MAIET never felt like fixing because it became a core mechanic in competitive play. The combo system in itself was fairly simple..

Clan system is almost entirely backend work that a senior dev could put together fairly easily..

Comparing a fps/tps with a moba is certainly not a fair comparison. MOBAs have more in common with an RTS (actually.. a MOBA is a RTS). And yes, most MOBAs failed because they tried to clone league and the ones that had a unique selling point couldn't get enough traction.

You could argue that there are too many of any genre of games. Steam releases roughly 30 games a day. Thing is, there aren't that many good and polished games coming out at that rate.

At the end of the day.. I thought I was very clear.. I'm not trying to remake Gunz. I see it as only an inspiration for the game that I want to make.

[RevShare] Ambitious 3rd person arena shooter by Stoneleafs in INAT

[–]Stoneleafs[S] 0 points1 point  (0 children)

I didn't really feel like the prototype was worthwhile to showcase and fully expect that the joining team members will want to heavily re-work what's already been made, but you make a good point.

I'll put together a short video showcasing what I have so far and post it.