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Comment First you have to build it! (Score 3, Insightful) 164

>> Nobody wants to do the bitch work... all the hardest stuff to get started. They just wanna join in and help after it gets goin.
>
> Ahhh, young grasshopper, it sounds like you don't want to do the 'bitch' work either.
> [ ... ]
> ...the point is that until you have something that builds and mostly works, there's no point in shopping it around for opensource help...

And therein lies a key problem. (Comments not directed at the original author.) Xdroop, you nailed it on the head. You see so many people who want to be an Instant Producer(tm) w/ no experience or budget. Usually goes something like, "I have this GREAT game idea, all I need is volunteers - a programmer or two, some artists, and..."

In other words, "I scribbled this on a napkin and now I want others to make it happen."

DoD sims were my mainstay prior to taking the leap. I was as a one-person start-up that crumbled just prior to beta release due to divorce. (DOH!) But I built the project from the ground up with OOD/reuse/robustness in mind, cross-platform, OpenGL, networking, etc. Took my time to do it right. My kids were enthusiastic beta testers, found more bugs than any team of grown-ups ever could. ;-)

I still have the project and will resurrect it some day (solo, thank you). But if I really wanted to, I have enough that I could release the design docs (technical and gameplay), business plan, and commented source to a prospective team and they could see that it works, review it, play with it, and decide if it was right for them to join a team.

If instead I'd gotten on an IRC channel/Usenet group and said, "I've got this great idea for a realtime cross-platform 3D networked series of games, all I need is...". That's like standing up in the middle of a shopping mall and hollering, "I'm looking to get laid by a gorgeous model, all I need is..." Your odds are about the same.

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