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03-21-2013
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Should be fixed.
Join Date: Aug 2011
Posts: 6,359
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I mean, these are the sort of ideas that people pitch all the time(for example you see them in iClassic's feedback every day)... but they're useless. "More ways to make money!" isn't an idea, it isn't useful. It's pretty obvious that jobs and such would be done, what is useful and needed is the specific. What kind of jobs, balancing factors and so on. These are the sort of ideas and details you need to be willing to organize before development. You'll benefit in the long run when you're not changing things every day and setting back development because you had a new idea for the vague idea an want thing different. I'm not trying to rain on your parade or anything... but you'll benefit way more if you sit down and plan as much detail, down to the very specifics, beforehand. As much as possible. Anyone could have written the list of ideas you had in a couple of minutes. Can you turn it into something unique that they couldn't? |
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03-21-2013
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Related Pirate
Join Date: Sep 2012
Location: California, US
Posts: 447
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EDIT: A story hidden in notes simply means that rather than creating some fun little NPC cutscene, we'd have notes you unlock by beating Paco's missions which explain how the GeneTech Accident occurred
Last edited by Kyle Kol; 03-21-2013 at 01:27 AM.
Reason: Add-On
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03-21-2013
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Monica Lewinsky
Join Date: Feb 2013
Location: Merica'
Posts: 1,507
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You're in charge, but you are only in charge of ideas and storyline theme? As the person incharge (manager), you need to be able to do everything. If you look at any of the successful ios servers, their managers are the foundations of the game. They can do everything, so when the staff below them have a problem, the manager can come to the rescue. As manager, I personally suggest working your way up before starting your own playerworld. Make sure you have a mild skill level in each catergory. For example, I'm the levels head on Haven. Even though I'm the head of the levels team, I still ask 99% for a review on everything I make. I also have asked him multiple things about scripts, about tilesets, about much more. Each time he has had an answer, that's what you need to be a manager. You need to have knowledge and understanding in each field of staff that you are hiring.
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03-21-2013
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Related Pirate
Join Date: Sep 2012
Location: California, US
Posts: 447
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He does a bit of graphics. And by the way, if you thought I was the manager because of Opt's comment on the hiring thread, I'm not, I'm simply a helper to an idea.
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03-21-2013
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Monica Lewinsky
Join Date: Feb 2013
Location: Merica'
Posts: 1,507
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03-21-2013
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Related Pirate
Join Date: Sep 2012
Location: California, US
Posts: 447
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03-21-2013
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Speed Demon
Join Date: Jan 2013
Posts: 1,288
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03-21-2013
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Monica Lewinsky
Join Date: Feb 2013
Location: Merica'
Posts: 1,507
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03-21-2013
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Unregistered User
Join Date: Sep 2012
Posts: 489
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A Manager is technically not even supposed to get his hands into development. Just know that a proper Manager is one whom has great organizational and planning skills. To keep his team organized, to know exactly what direction every aspect of development should be heading towards, and to maintain that momentum throughout. It's the Dev Admin that needs to honestly have the full general experience all around of actual developing skills. Nonetheless both roles are very important. tl;dr A great developer does not necessarily make a good Manager. |
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03-21-2013
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Gani Admin
Join Date: Dec 2011
Location: Australia
Posts: 1,904
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Interesting....
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03-21-2013
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Freelance Developer
Join Date: Jan 2013
Location: Toronto, Canada
Posts: 1,111
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Hmm. This is just a suggestion, but when I was planning out the concepts and basic outline for my server (also post-apocalyptic themed), I was basically translating the popular Fall-Out game series into a more Graal compatible platform. However, it soon dawned on me, that if I just turned Fall-Out into Graal Fall-Out, it wouldn’t go far. Players would be interested for a week maybe, but then get bored. For Fall-Out isn’t that easy to mold into the general Graal Structure. This being said, I recommend you do as I did, and strip down the Fall-Out concept to the bare basics, and then start welding in more familiar and Graal friendly elements. It will seem like you’re going off-course, but it all works out in the end. |
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03-21-2013
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Global Administrator
Join Date: Jan 2012
Location: Lynn, Ma
Posts: 693
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03-22-2013
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Speed Demon
Join Date: Jan 2013
Posts: 1,288
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But this is a very important thing to do in making a Graal game when inspired. Thank you. |
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03-22-2013
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Wanted Criminal
Join Date: Mar 2013
Location: █████████████
Posts: 126
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I like this graal fallout idea it sounds cool.
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03-22-2013
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Related Pirate
Join Date: Sep 2012
Location: California, US
Posts: 447
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