Quote Originally Posted by Delfi
Quote Originally Posted by WILL
Why don't you try this;

1) Give a break down of all the remaining features/tasks left to complete your game.
that's easy:
- car dynamics
- netcode
- porting code
ok... now break that down further. This just makes me think, "oh ok" and not much thought goes into it. These by themselves only tell me there will be some car physics, networking and cross-platform code needed.

How about something more like this:

Car dynamics:
- simulate bumpping off curbs
- proper drag/drift effects
- simulate different alternator and gear configurations
- simulate air brake on buses
- etc...

Net code:
- server-host lobby
- multi-player syncronization
- online highscore system
- etc...

OS porting:
- Linux
- Mac OS X
- GP2X
- BeOS
- XBox 360
- WiiWare
- etc...

It doesn't have to be complete, but this gives us some idea of what you are going to be doing and if we know how to do this or what we can look up to get things started if we were interested.

Flesh out a full 'roadmap' for the project even. Diagrams and examples of what you want will improve your proposal too.

Quote Originally Posted by Delfi
Quote Originally Posted by WILL
2) Talk a little bit more about the inner-workings of the engine and what challenges you are facing still. If it's interesting someone might pitch in.
i'm going to setup a proper website soon and put up a developer's log, the developer's log goes back into 2003 or something, but was never public.
Ok great, this will help. It's a definite step forward. It might be a good idea to include a set of forums for players to post bug reports suggestions. [size=9px](so that they are NOT doing this in every other forum, plus you can also ignore them until you feel like taking them in. )[/size]

A section showing videos (from your YouTube account) and screenshots, preaching to the choir here, but it would be a BIG vacuum for attracting a larger user-base.

In addition to this reposting screenies and your videos [size=9px](when you can --GameDev.net doesn't allow YouTube videos in their posts for whatever reason. boo GameDev! )[/size] help, but this stuff is more for the players than developers. But I guess you can get those too.

Quote Originally Posted by Delfi
Quote Originally Posted by WILL
3) Make a full/proper job proposal in a post so that we can see that you are serious and that by working on your project we can expect things to progress in a somewhat organized manner.
Did that several times on gamedev.net, in old days even on devimg, flipcode.. and guess how much help did i find
I'd like to see these FULL proposals. I'm betting there are a few points we could improve upon. Presentation is key and it's also the most challenging thing to do effectively. I've read/listened to stories of how some of the most successful of indie companies have been rejected so many times based on good proposals alone.

Remember what I said in my last post 10-25% and thats not an exact figure, but more of a ballpark figure. So you can get way less or way more. (if your lucky) But you're more likely to get less. Sorry. :?

Quote Originally Posted by Delfi
Quote Originally Posted by WILL
Put forth the effort in organization and presentation outside of the actual game development it's self and you'll get about 10-25% of that back. This is the games scene/industry my friend.
i have no real team, so there isn't much organization going on. but i'm planning to set up a website in near future.
Not having a team is no reason to not be organized yourself. At least in one way or another. In fact I'd dare say it's reason enough to be MORE organized than if you did have a team. Not that you can be completely disorganized at all, but still.

If you are working alone, it is easy to get messy, but you have to fight that back every so often. Regroup and reorganize your plans into a form that suits your current situation.

My guess from what I've read of your thread here [size=9px](and other places--yes I've been following your game's progress a bit)[/size] is that you've done a great job so far on your own, you have a working game engine with a lot of features and functionality, but your at the point where it is starting to drag into overtime and there are some things that you would like to do to finish it off, but are a little weak in the knowledge department on. How's my aim?

What I would do myself, because I've basically been 'there' with one of my current projects, is regroup. Look at what you want to have in your end product. Write stuff down and create a detailed plan. Much like how I did above, but elaborate a bit more if you can. And see what exactly you need as far as manpower, time and the rest based on what you know now form the start of the project. Be realistic and honest about your estimates and leave a bit of breathing room too.

Once you have that done. Redo your proposal and include;

1) your DETAILED project plan (]Ahem, that said I'm going to start my write-up for my next project's design doc.[/size]