   Adventures of Bear Mountain
  [size="5"]Project canceled due to lack of interest from team, and not allowing updates on this forum.Team name: Mystic Game CreatorsProject name: Adventures of Bear MountainBrief description: Main Character:  Jiro Dragoon  (Jiro = Second Born Son) Age: 21 Main Female Character: Cho Dragoon (Cho = Butterfly) Age: 19    The Dragoon siblings Jiro and Cho are adventurers from birth, they first set out on their first great adventure at the tender age of 12 and 10. Crossing the Alps of Bear Mountain, they were the first to charter to a new environment.  The Dragoons trained for years of the hidden monk talent called Krav Maga. (This eclectic close combat system uses wrestling, grappling, and striking to neutralize threats (even weapons) by any means necessary, often by attacking the body’s most vulnerable points.) the two are evenly matched using the same mind set.    Their biggest adventure yet lands them in the Forest of Music at a folk festival. It’s currently Cho’s 19[sup]th[/sup] birthday and they are celebrating it at the folk festival. During the event, a fire bomb is thrown at the stage, and fire is quickly spreading. Jiro and Cho turn around and catch a glimpse of a black knight on a horse running away.  Running to follow, Jiro removes his sacred blade, and Cho draws her butterfly spear.    Deep in the forest it appears the knight has gotten away, and all is quiet, Suddenly a branch snap is heard, and the black knight and two bandits emerge from the bushes. After some choice words, the black knight walks off, and the two bandits draw near Jiro and Cho. This is their first real fight. Upon defeating the bandits, it’s their mission to trail the black knight and go on a series of adventures that will lead them into trouble they never knew existed.Jiro’s First Weapon: Legendary Kris of VirtueCho’s First Weapon: Butterfly EdgeMaximum Party: 4Fighting Style: Turn BasedAllocation Points: Player Choice of StatsEquipment: Weapon, Armor, ShieldMagic: NoneWorld Map: Free RoamingTarget aim: Shareware/Retail. Plan to create a free version which will have limited game play, and a retail version of $14.99 for full version. Compensation: Depending on project. If it turns out serious and people are devoted, payment will be made, if it slacks and people want only a free version than no pay.Technology: I believe Unity 3D or Panda 3D would be the best game engine to use.Talent needed:ProgrammersArtistsLevel DesignersAnimatorsVoice ActorsModelersAssistant Producer Team structure:Myself - Rendering, Modeling, Animation, Project SupervisorMattias - Lead Modeler (6 Years Experience)Oxin - Beginner ProgrammerRyan - Music & SoundSandra - Concept ArtAceofCakez - Voice ActorWebsite: As soon as a team is formed, it will be created.Contacts: Aim - masterofolliesYahoo - myfayt84Email discussed in a PMMay do skype video conferencingPrevious Work by Team:I have created a game using a single threaded game engine by myself.Additional Info:My business partner owns a big video production company and is a contractor for a tv station. He can create the game on CD's with cover art and box art, and I can get it in local video game shops to start. I know most projects on here are for fun, but I want to see one actually make it big. I figure this project will take 2 years with a team of 6 people, or 1 year with a team of 9 people. I own a commercial business which I work at 6 days a week, so future payment will happen.Feedback:Any as long as it isn't going to cause drama, or chew us out.   
...if I need to pay my team, I will.[/quote]If you're serious, you need to pay your team.  If you just want to learn how this video game business works, then you do not.  But if you want to get it done, you hire a team and make sure the person directing that team understands the business from the bottom up.  If you work 6 days a week now, and I assume you will be working 6 days a week during development, you will never be able to put the kind of time you need into this project to realize YOUR vision without someone basically doing it for you.If that's the role you want in the games development, you need to hire a team.If you want to work on this one day a week while everyone else works in their spare time when they can, if they feel like it, then don't ever expect to get it done.  It's just not going to happen.You say you can hire a team, so I suggest that exact course of action and I suggest starting with hiring a producer who can manage your project.You don't want to hear this, you want talented people to be jazzed about your ideas and offer their services on the back-end, but the only people who are going to do that can't do this for you.  If you want free, on the back help, then you are going to have to do 80% or more of the work yourself.  And you can't do 80% or more of the work yourself if you only have 1 day a week to work on this (maybe not even if you had more).You need to hire a team.;He can create the game on CD's with cover art and box art, and I can get it in local video game shops to start. I know most projects on here are for fun, but I want to see one actually make it big. I figure this project will take 2 years with a team of 6 people, or 1 year with a team of 9 people.  How much are you planning to sell it for? Is it worth 6 people to work 2 years for it? Can it cover the cost of pressing CDs and packaging? Because traditional distribution is not at all feasible unless you're a huge publisher. It's just not possible to 'make it big' as an indie that way. At all.The boxed PC game market is shrinking and already below online sales. Most of the floor space in a store goes to consoles now.All your local video game shops, even if you lived in a large city, will probably move only a few hundred boxes at most and that's being generous. Most people going into a store know what they want: The game their friends are playing, or that they saw on TV, or have been waiting for since it was previewed at PAX/E3.Then if you're shipping to other cities, you'll be paying freight. Unless you're shipping thousands of copies that will all sell, you're sure to lose money on trucks alone.. You'll also have to pay big for advertising or have no real way to let anyone know your game exists or is worth going to specific stores to get. Most stores will take a third to a half of the selling price as their markup and that's what they take off large-volume retailers.If your game is less than 20$, it's unlikely you can find a store interested in taking it and you might not even cover your expenses off your cut. You'll also be overshadowed by large publishers - they generally have agreements with stores that involve floor space, promo pieces, etc. so your boxes will wind up wherever the manager feels he can throw them without getting in trouble with corporate. Since you can't afford sales incentives, there's no way staff will recommend your games over the ones their boss has ordered them to. I strongly suggest you look into digital distribution - There's no overhead and a worldwide market that's available 24/7. Check into Steam, D2D, GamersGate, etc. No/low cost, it's all profit after the split, and you can afford to give shares to your team based off that. Any advertising you do can be cheap, like a website and facebook page, and can link people directly to purchasing your game after they've checked out your screenshots and gameplay footage.   ;  Welcome our newest modeler Mattias!   ;...if I need to pay my team, I will.If you're serious, you need to pay your team.  If you just want to learn how this video game business works, then you do not.  But if you want to get it done, you hire a team and make sure the person directing that team understands the business from the bottom up.  If you work 6 days a week now, and I assume you will be working 6 days a week during development, you will never be able to put the kind of time you need into this project to realize YOUR vision without someone basically doing it for you.If that's the role you want in the games development, you need to hire a team.If you want to work on this one day a week while everyone else works in their spare time when they can, if they feel like it, then don't ever expect to get it done.  It's just not going to happen.You say you can hire a team, so I suggest that exact course of action and I suggest starting with hiring a producer who can manage your project.You don't want to hear this, you want talented people to be jazzed about your ideas and offer their services on the back-end, but the only people who are going to do that can't do this for you.  If you want free, on the back help, then you are going to have to do 80% or more of the work yourself.  And you can't do 80% or more of the work yourself if you only have 1 day a week to work on this (maybe not even if you had more).You need to hire a team.[/quote]What I meant was I'd pay if I had a serious team and people weren't just playing around for fun. So yes if it was going to be completed and released they would be paid. Sorry if I wasn't clear, I edited it. About the time thing. I can devote 5 hours Monday - Saturday of time on the game, and some at work, and I can devote up to 10 hours on Sunday.;[quote name='fayt' timestamp='1304905675' post='4808336']He can create the game on CD's with cover art and box art, and I can get it in local video game shops to start. I know most projects on here are for fun, but I want to see one actually make it big. I figure this project will take 2 years with a team of 6 people, or 1 year with a team of 9 people.  How much are you planning to sell it for? Is it worth 6 people to work 2 years for it? Can it cover the cost of pressing CDs and packaging? Because traditional distribution is not at all feasible unless you're a huge publisher. It's just not possible to 'make it big' as an indie that way. At all.The boxed PC game market is shrinking and already below online sales. Most of the floor space in a store goes to consoles now.All your local video game shops, even if you lived in a large city, will probably move only a few hundred boxes at most and that's being generous. Most people going into a store know what they want: The game their friends are playing, or that they saw on TV, or have been waiting for since it was previewed at PAX/E3.Then if you're shipping to other cities, you'll be paying freight. Unless you're shipping thousands of copies that will all sell, you're sure to lose money on trucks alone.. You'll also have to pay big for advertising or have no real way to let anyone know your game exists or is worth going to specific stores to get. Most stores will take a third to a half of the selling price as their markup and that's what they take off large-volume retailers.If your game is less than 20$, it's unlikely you can find a store interested in taking it and you might not even cover your expenses off your cut. You'll also be overshadowed by large publishers - they generally have agreements with stores that involve floor space, promo pieces, etc. so your boxes will wind up wherever the manager feels he can throw them without getting in trouble with corporate. Since you can't afford sales incentives, there's no way staff will recommend your games over the ones their boss has ordered them to. I strongly suggest you look into digital distribution - There's no overhead and a worldwide market that's available 24/7. Check into Steam, D2D, GamersGate, etc. No/low cost, it's all profit after the split, and you can afford to give shares to your team based off that. Any advertising you do can be cheap, like a website and facebook page, and can link people directly to purchasing your game after they've checked out your screenshots and gameplay footage.[/quote]Thank you for the advice. The retail price I suggested which is covered in the project details is $14.99. I can get it in local stores to start, and I will move to sell online as well. The reason I set 1 - 2 years is because the game needs to be 100% completed, with little to no bugs to make it as a retail game. You can't throw out 2 hours of gameplay and charge $15 for it. The more time spent on it, the bigger and better it will be.   ;  Hi. I like your story. I just bought a book about Unity game dev and would like to learn a lot about this engine. If you're interested in a beginner programmer and in unity then contact me at dahkar[at]msn[dot]com.   ;  Mattias is experienced in Unity3d as well, so that most likely will be the best engine for everyone to use.   ;  I hate to be a nitpicker, but I feel I need to ask this:How exactly are they twins again? Siblings, sure, but twins? Doesn't seem to fit being as they are two years separated at birth.   ;I hate to be a nitpicker, but I feel I need to ask this:How exactly are they twins again? Siblings, sure, but twins? Doesn't seem to fit being as they are two years separated at birth.No worries, thanks for the question. It has been to know to have been twins a couple years apart, but I see your logic, where most of the time, they are born nearly at the same time.I could adjust it from twins to just brother and sister, who are evenly matched in a different style of weapon.   