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How To Team


Ghost_Ellis

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Posted (edited)

Been workshopping and testing ideas/learning how to make stuff with Slade 3, ultimate doom builder, and many many other tools,

and was wondering how i can create a team to work with on this, as the workload has quickly become to much to manage on my

own, while still having some kind of work/life balance.

 

Is there a post type or format I can put on this forum or other platforms for applications?

 

Goal is to make a standalone game using udb as an engine

Edited by Ghost_Ellis

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If you mean "share this map so multiple people can work on it at once", there is no easy way to do it. All you can do is put it somewhere everyone can access it and schedule when people are working on it so you don't conflict.

 

Doing separate parts of a project (sprites, textures, sound effects, etc) would be trivially easy to sort out. That just needs a shared file storage area and some communication.

 

You could potentially work on different parts of the same map independently by each building your own sections and then stitching them together later with copy/paste, though sorting out the mess afterwards may be more hassle than that's worth. Again, you'd need to communicate about shared styles, tagID ranges (to avoid conflicts) and so on.

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Posted (edited)

The 'engine' would actually be GZDOOM which has been used for a lot of standalone games.
Age of Hell, Selaco and the like are recent Steam-released examples of these.

As far as assembling a team, Discord has proved to be a great staging area. As far as creating a team you'd want to reach out to the community; most likely in the Wad Releases/Developement thread or Other Games area to see who would like to join/contribute.

Often project ideas and solicitations of this type are responded to with a certain 'show your work mentality' if they're not presented as paid work scenarios, asking for a portfolio of completed projects or an all out mission statement / DOOM Bible style plan.

I'm not saying that's the response you'll get, just that I see that a lot. If you're not making something commercial or plan to pay, give leading a 'community project' a spin. Assemble a resource pack and general idea of what you're making along with rules or guidelines.

Not to self promote but the Death by 1000 Lines developement thread is a recent example of a new lead starting their first community project.

There are several other forums around that also host community projects and the like, that is to say: If you don't find your team (or full team) here; don't give up, they may still be out there somewhere.

Best of luck with this!

Edited by DeetOpianSky
Corrected text.

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I haven't been very deep into it and its use is certainly very advanced, DoomMake is designed to develop in doom using a modern workflow. You know, put the project stuff in folders, have a git repository where several people can collaborate, build the project.... It might be worth a look.

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You asked a similar question a month ago, and at the time I did caution against having an extremely ambitious project as your very first foray into Doom modding for this reason. It's a lot of work and it will take a lot of time.

 

If you want to recruit people, then perhaps make a post in the "WAD Releases and Development" forum to announce the project and to show off some of what you've done on it so far.

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