sure why not
dont forget to check out turbosquid, there are plenty of free models you can use
might be also useful for your shooter if you search for "spaceship"
maybe if the theme fits anything i like, i would make a the concept and art
then i could need someone to shape the idea with me and do the programming
I must admit I'm still not convinced.
Granted; you can split up work in a group, but new kinds of challenges arise. You suddenly have to coordinate your work with someone else. You need to maintain communication which can easily become an issue. I'm leading a small group on a Danish forum where we're creating a small platformer, and it is a challenge to maintain a good communication level. I can't imagine it will become better, if you have to cooperate with someone across the world.
For a one month challenge, I really don't think you can create a much better game than you can do alone. (Obviously this is subject to individual qualities)
You can extend the challenge, but then again, you loose the purpose of the mini challenge. To have a short contest so people don't loose interest or get caught by real life.
Personally I would rather see the challenge go the other way if it needs to change. Shorter periods to develop a game. Well I write game, but really we're only making prototypes/demos. It's nice if the result looks great and more polished, but I would rather have, the challenge focused on innovation and/or fun games.
I don't mind people work in groups for the challenge, but I don't see why the challenge, which marks the most active period on this forum, should force specific work methods on possible contestants. If people want to experience the pros and cons of working in a group, and I believe that's a good thing to try at least once, they should do it of free will, and not as a result of some challenge's requirements.
Imagine I've written something clever here inspiring you to make something awesome. If that happens give me credits
oh i totally forgot to answer directly to the topic
as some people here already said it shouldnt be a "must" rule, it should as always optional but since we spoken about this thing maybe some people might team up for the next challenge
I also feel it should be optional, as I don't think I can find a team to work with.
Existence is pain
Well I got what I was asking for, which was good feedback on the whole idea. pstudio especially has brought up some good points. One that seems to stick with me is the logistics factor. It can be a challenge just to keep a team together let alone create something together. I think even if I did try this one eventually, I'd have to put this one on the backburner at least for now.
You have to admit though, you notice the quality/polish difference a team game project can make. Esp. looking back at the PGD Annuals.
This idea came up some time after a bit of self reflection. I have realized that I am actually a much better "game designer" than I am a game programmer. The difference obviously is that I seem to excel at the design of the game play and game mechanics more so than the software that makes it all work it's self. This is directly reflected in my programming style. All my work seems to lend it's self to ease of design, rather than ease of constructing the software backend side of things.
As such I tend to work better in a team environment.
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