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Imperial

Game Owner
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Imperial last won the day on June 9 2018

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  1. Can you give a list of what the badges are for? Might get the creative juices flowing.
  2. So, I've been working on my pixel artwork skills and would like some constructive criticism and critiques if you wouldn't mind. I am showing the original artwork I started with and then the 128 x128 and 64 x 64 versions I did.
  3. Do you have a guest login so we can just look around and don't have to open an account?
  4. I completely agree with hurricaneviolet! Experience is the best teacher and I personally did not go public at all until about one month before my opening date. I felt my time was better used in development and it actually took a year and a half to get all of the game programmed so I can't even begin to image how much time I would have spent trying to keep the game development updated to the public to keep they hype going. Development is a long road and it doesn't happen overnight and although some developers can produce a game in 6 months, it is usually those that have had a lot of experience in game development and have all the unknowns already figured out. Additionally, I have seen a good game design explode into so many "suggested" features from potential players that the development gets pushed further and further back. I suggest getting your game designed and working initially and then once the game is on-line and bringing in funds, then any enhancements or new features suggested by players can be considered.
  5. After many years of experience and using many methods of design/development/funding I can honestly say that there is no one good answer that will fit into the development of a game. However based on your comments, I would suggest that you begin this way. Since you have already defined what the game will be (basically) and since you already have some help, get together and begin a very rough draft "to do" list. Game Design Team Funding Then break those categories down into more specifics (as you break them down, more requirements will become evident). Game Design Game Premise Game Goals Game Features Programming Lanquage(s) Art Style Music Style Team Programmer Writer Artist Musician Funding Kickstarter Own Money Volunteers Partnership Then break those sub-categories down into even more specifics. The above is just of course a very, very general outline of the very basics of any game. Once you start listing the categories/sub-categories of your game you will be able to develop a very specific outline of what challenges lie in front of you in the development of your game and how you are going to meet those challenges.
  6. Yes, I completely agree that all of these techniques can be applied to any stage of development including development forums. Practicing these techniques at the development forums stage will give the game owner that much more experience and hone those skills in addition to developing the reputation of a game owner who is friendly yet in charge. Having team members sign an NDA is an excellent idea, however the game owner should be sure that the team member is at least 18 years of age or the NDA may not be legally binding (depending on each State's or Country's laws).
  7. @hurricaneviolet Such an excellent reply and right on point!!
  8. To some extent, yes there should be different "rules" for member/staff boundaries during and after development. This is because these players are not just players but part of a team with you. Similar to having employees in a retail setting. They are privy to some information but not necessarily to all information. It becomes a bit harder but, ultimately you as the game owner have to decide where to draw the line between friendly and friends. As far as in-development game relationships, again, they are a part of a team, but if they are for example testers or players giving you feedback on features, etc. the relationship should be further removed than that of actual staff (e.g. Moderators, etc.). The key to keeping these types of relationships at a respectful and cordial distance is to always give specifics tasks (for testers) and give specific requests for feedback (e.g., on features). Always remain cordial and always give them respect for the time they are donating. I always make sure to thank them for their time and suggestions, etc. and that even tho' those "suggestions may not be acted upon they will be kept for possible future consideration". This type of dialogue expresses that you are "friendly" and cordial and that you appreciate the time and effort they took to respond. And albeit while it is important and necessary to acknowledge their contributions it is not a requirement that you become friends.
  9. I agree that one bad comment or critic can leave a game owner feeling somewhat disoriented and on the defense. But any game owner with any experience ultimately comes to understand that the negatives don't necessarily have to become a point of issue (good or bad). If the critic is constructive, it can be helpful to better the game. If the critic is simply someone being critical for the sake of drama or pettiness, the game owner can deal with it in several positive ways such as informing either the person or group that drama is something that will not be acknowledged or allowed (change the subject matter from the specific drama to the subject matter of drama itself) and/or contacting the person or group creating the drama/pettiness and asking them to PM you as the game owner to further discuss the issues (thereby taking the drama or pettiness off-site). One-to-one communication is always more successful than public in-fighting. Thus, the game owner always controls the game as that is their responsibility. I also agree that a game owner should keep themselves at arms length and not try to be "friends" with players, but there are always exceptions and I have found that I can be "friendly" without necessarily becoming friends. It's a fine line, but once a game owner hones that particular skill, it can be extremely rewarding for the game owner and the player alike. Of course all of this is also based on the size of the game. If it's a huge game with thousands and thousands of players, it becomes harder to be a visible entity on the game itself. Ultimately, a game is a game but it is business and thus must be dealt with as a business. A good ways of relating is to simply take the current circumstance and view it as if you were running a retail store and a customer came in with the issue. How do you deal with it? Do you have a loud, verbal discussion or argument in the middle of the store or do you ask that customer to step into your office to discuss the matter? Of course that presumes that the game owner has had previous retail experience. Sometimes, even in the retail business, you have to fire a customer because they bring little or nothing good to the business. Thus, at some point, you may have to ban someone and if you are unable to settle the issue off-line, then you should be able to deal with that player (whether it be a ban or not) with the positive knowledge that you tried your best and that is all that you can do as a game owner. Nobody is perfect and we can try to be as fair as possible with some understanding, but with the knowledge that the ultimate goal is to make the game as good and fun as it can possibly be.
  10. I don't know if this is still open or if I am dredging up an old thread, but since it isn't closed, I had some free time and played around with this, just for fun!
  11. Nope, nothing expected for this. Here's the Kindling added in and the crystal color changed a bit.
  12. Here's an updated version based on your ideas.
  13. Here's a little something I did to give you a start on ideas. FolkofLore.psd
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