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Re: RPG Development - First Ideas?
One big thing to keep in mind is that everything should be properly documented. Make sure you have copies of all your design work, including screens, concept art, storyboards, psuedocode, game mechanics design, etc. This is important later down the track when one of you says, "hey, how was such-and-such supposed to work?"
The other big thing that cannot be stressed enough is: design, design, design. While it's not necessarily as "fun" as actually creating the game, it is a heck of a lot more important. You need to get absolutely everything down on paper before you write a single line of code. Your game is going to have bugs. It's much easier and cheaper to sort them out in the design stage than in the programming stage. The percentage of your total time spent on actually writing code should be very small. The idea is to get your code as close to perfect as possible before you even write it.
I don't really know where you could get others to join you, except maybe some of your friends. Professional programmers cost a lot of money - I suspect more than two high school students could afford, unfortunately.
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