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1  The Hero6 Project / Hero6 Discussion / Re: Project Revival on: February 27, 2011, 12:30:56 PM
Thing is...plot revisions generally require scenes to be rescripted from scratch and often invalidate existing art assets. There's no such thing as a project being "ready for release" and at the same time require just a few plot revisions. This was essentially the very thing that stopped Hero6 from being finished years ago. I can't access that site the OP mentioned either, so I don't know what to think of this.

2  The Hero6 Project / Hero6 Discussion / Re: Project Revival on: February 23, 2011, 09:20:54 AM
Code hard to compile? Last I heard, the project switched to AGS, which only needs a version of the AGS editor to compile.

3  The Hero6 Project / Hero6 Discussion / Re: Ideas to get this started again... on: August 17, 2009, 05:21:53 AM
No, the game itself is 320x240. Even if it HAD been at 800x600, I think if the project had been along so far that one single person could restart AND finish it all on his own in only a few months, it wouldn't have gotten itself in a rut. Very few projects go belly-up with the finish line in sight. So I think you underestimate the amount of work it'd take.

4  The Hero6 Project / Hero6 Discussion / Re: Ideas to get this started again... on: August 15, 2009, 10:18:22 AM
Converting a project to a completely different engine is actually closer to "restarting the project from square 1" than "finishing the project". (and I can see why people aren't eager to jump into that) That said, maybe the "twist of fate" Gronagor mentioned a few posts back was a recent event.

5  The Hero6 Project / Hero6 Discussion / Re: Ideas to get this started again... on: August 10, 2009, 01:11:56 PM
I don't really think the QFG2VGA stat system will be necessary. I'm pretty sure a stat system for Hero6 was developed at some point. I do feel honored people bring me up when discussing matters like these.  Smiley

As for the rest of the comments...it's nice to see people got so enthusiastic about helping. I wanted to say: "Don't jump the gun yet" since people were talking here about restarting the project...a project which has already been through a large amounts of restructurations in the past. But I think Gronagor and Deltamatrix posting here beat me to it.

I do more or less disagree on the role of PR members...they're not exactly overlooked in the fan-game world. In fact, a lot of teams that started over the last decade had at least one PR member. And the less promising projects even had more PR members than development team members.  Grin  I personally believe that if you don't need a lot of extra team members, holding back on PR and keeping a somewhat low profile can save you a fair amount of stress when the development becomes more tedious and less interesting to outsiders. This is mostly in the later stages of development.

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