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.Originally Posted by Delfi
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.
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]Originally Posted by Delfi
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.
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.Originally Posted by Delfi
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. :?
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.Originally Posted by Delfi
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]
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