NintendoAge http://nintendoage.com/forum/ -Sqooner [Homebrew] Anyone up to creating a Venture Bros. SNES game? http://nintendoage.com/forum/messageview.cfm?catid=22&threadid=186099 2019-03-01T13:44:23 -05.00 8bithustler 20   ]]> [Homebrew] Anyone up to creating a Venture Bros. SNES game? http://nintendoage.com/forum/messageview.cfm?catid=22&threadid=186099 2019-03-01T12:28:06 -05.00 8bithustler 20 Originally posted by: dra600n
 
Originally posted by: 8bithustler
 
Originally posted by: dra600n

http://vintage.nintendoage.com/forum/messageview.cfm?catid=2...

As Nathan mentioned: pitched ideas are a dime a dozen (have over 50 from last year alone in my inbox), and most ideas aren't well thought out and no details have been presented. So you have this cool idea, yet put ZERO effort into it. It's not gonna fly with anyone. And, unless you're doing a significant part of the job yourself (programming, music, or artwork), expect to pay a small fortune. Expect the small fortune anyway, but add another skill you have to pay for on top.

Tl;dr: read http://vintage.nintendoage.com/forum/messageview.cfm?catid=2...
I actually have some of the storyline and outline done

And that's exactly what I was referring to. I don't mean to take a dig at you, because I'm sure you have all good intentions (most folks do), but a lot do not consider things past some story components. In fact, I'll leave the story aspect out of it (because depending on the game, that could be an entire thing on its own).

Do you have the number of enemies on screen at once in mind? Sprite sizes? Animation frames required? Power-ups? Skills? Attacks? Jumps (and how they respond), HUD size, scoring (if any), enemy AI (and how many variations), map sizes, number of maps, any type of background enhancements (layering, parallax, etc). Then comes the parts of who's doing the level designs? Who's making the tools (if they don't already exist)? What about music and sfx? How many tracks will you need? How many sfx will you need?

Then, once you know all of that, will it all be able to realistically go on X platform?

You can easily say "I'll discuss that with the developer", but very few developers will spend hours upon hours tweaking and tailoring your idea to determine if they want to do the project. It might not be entirely possible to get every variable written down, but if you don't have at least 75% of that list ready to hand over to someone, you probably won't get any interest, no matter how cool your idea may sound. You have to show the effort before people can believe you're serious about it, ya know?

Again, I'm not trying to come off as sounding like a jerk, just trying to give you some info if you're serious about your project (or future projects).
  ^ I want to echo and add to this, as it's something I'm learning as well. When getting into any project, it's best to cut your teeth on something first. It at least helps with the communication and understanding aspect when working with a team.

Even if it doesn't make it to fruition, at least you can use what you've learned on other projects. 

Also, conception rarely is 1:1 to the final product. Sometimes for better, sometimes for worse. 
  ]]>
[Homebrew] Anyone up to creating a Venture Bros. SNES game? http://nintendoage.com/forum/messageview.cfm?catid=22&threadid=186099 2019-03-01T01:00:01 -05.00 8bithustler 20 Originally posted by: Gloves

I think he's referring to guides on how to develop a Homebrew game, of which I'm sure there could be more of (as someone currently learning this myself).


That was it actually. I wanted to start gathering together information about the process from people, and maybe build a pdf file of how to build a homebrew and what tools, skills and classes one will want to take. Kind of like a dummies guide to homebrew. ]]>
[Homebrew] Anyone up to creating a Venture Bros. SNES game? http://nintendoage.com/forum/messageview.cfm?catid=22&threadid=186099 2019-02-28T10:10:40 -05.00 8bithustler 20 [Homebrew] Anyone up to creating a Venture Bros. SNES game? http://nintendoage.com/forum/messageview.cfm?catid=22&threadid=186099 2019-02-28T09:40:27 -05.00 8bithustler 20   ]]> [Homebrew] Anyone up to creating a Venture Bros. SNES game? http://nintendoage.com/forum/messageview.cfm?catid=22&threadid=186099 2019-02-27T16:54:47 -05.00 8bithustler 20 [Homebrew] Anyone up to creating a Venture Bros. SNES game? http://nintendoage.com/forum/messageview.cfm?catid=22&threadid=186099 2019-02-27T16:36:23 -05.00 8bithustler 20 Originally posted by: 8bithustler
 
Originally posted by: dra600n

http://vintage.nintendoage.com/forum/messageview.cfm?catid=2...

As Nathan mentioned: pitched ideas are a dime a dozen (have over 50 from last year alone in my inbox), and most ideas aren't well thought out and no details have been presented. So you have this cool idea, yet put ZERO effort into it. It's not gonna fly with anyone. And, unless you're doing a significant part of the job yourself (programming, music, or artwork), expect to pay a small fortune. Expect the small fortune anyway, but add another skill you have to pay for on top.

Tl;dr: read http://vintage.nintendoage.com/forum/messageview.cfm?catid=2...
I actually have some of the storyline and outline done
And that's exactly what I was referring to. I don't mean to take a dig at you, because I'm sure you have all good intentions (most folks do), but a lot do not consider things past some story components. In fact, I'll leave the story aspect out of it (because depending on the game, that could be an entire thing on its own).

Do you have the number of enemies on screen at once in mind? Sprite sizes? Animation frames required? Power-ups? Skills? Attacks? Jumps (and how they respond), HUD size, scoring (if any), enemy AI (and how many variations), map sizes, number of maps, any type of background enhancements (layering, parallax, etc). Then comes the parts of who's doing the level designs? Who's making the tools (if they don't already exist)? What about music and sfx? How many tracks will you need? How many sfx will you need?

Then, once you know all of that, will it all be able to realistically go on X platform?

You can easily say "I'll discuss that with the developer", but very few developers will spend hours upon hours tweaking and tailoring your idea to determine if they want to do the project. It might not be entirely possible to get every variable written down, but if you don't have at least 75% of that list ready to hand over to someone, you probably won't get any interest, no matter how cool your idea may sound. You have to show the effort before people can believe you're serious about it, ya know?

Again, I'm not trying to come off as sounding like a jerk, just trying to give you some info if you're serious about your project (or future projects).
  ]]>
[Homebrew] Anyone up to creating a Venture Bros. SNES game? http://nintendoage.com/forum/messageview.cfm?catid=22&threadid=186099 2019-02-27T16:15:51 -05.00 8bithustler 20 Originally posted by: dra600n

http://vintage.nintendoage.com/forum/messageview.cfm?catid=2...

As Nathan mentioned: pitched ideas are a dime a dozen (have over 50 from last year alone in my inbox), and most ideas aren't well thought out and no details have been presented. So you have this cool idea, yet put ZERO effort into it. It's not gonna fly with anyone. And, unless you're doing a significant part of the job yourself (programming, music, or artwork), expect to pay a small fortune. Expect the small fortune anyway, but add another skill you have to pay for on top.

Tl;dr: read http://vintage.nintendoage.com/fo...


I actually have some of the storyline and outline done as I was going to go the mobile route with the idea. Small fortune is understandable given I'm paying someone for their time. We would be getting funding to start our idea but I needed to find out more about how it could be done, what to expect when starting the idea, and getting a checklist of key points. I understand everyone's thinking here that ideas are dime a dozen, and it's all just that. I love reproductions and homebrews, so I appreciate everyone's feedback thank toy very much. I will take the advice here and start working on the storyboard and other key parts so that I can be more prepared when I take the idea to a developer and have them assist with development. Again, I would like to thank everyone here for your time and responses. I see that having an idea means squat unless you have a solid plan built out when it comes to a homebrew. ]]>
[Homebrew] Anyone up to creating a Venture Bros. SNES game? http://nintendoage.com/forum/messageview.cfm?catid=22&threadid=186099 2019-02-27T14:00:37 -05.00 8bithustler 20 [Homebrew] Anyone up to creating a Venture Bros. SNES game? http://nintendoage.com/forum/messageview.cfm?catid=22&threadid=186099 2019-02-27T13:42:33 -05.00 8bithustler 20 http://vintage.nintendoage.com/forum/messageview.cfm?catid=22&threadid=64049

As Nathan mentioned: pitched ideas are a dime a dozen (have over 50 from last year alone in my inbox), and most ideas aren't well thought out and no details have been presented. So you have this cool idea, yet put ZERO effort into it. It's not gonna fly with anyone. And, unless you're doing a significant part of the job yourself (programming, music, or artwork), expect to pay a small fortune. Expect the small fortune anyway, but add another skill you have to pay for on top.

Tl;dr: read http://vintage.nintendoage.com/forum/messageview.cfm?catid=22&threadid=64049 ]]>