Holy guacamole ...
stuntcock, props for the thorough post. You
must be a programmer. And regarding your link to your other conversation, I wanted to be forthright and state that this game is and always will be 100% gratis in all forms. For the art, I would like raster, because I’m into the painterly stuff, and both animations and palette swapping (if that’s in reference to color) should be on the table. While I would like to give the programmer as much flexibility as possible, I need someone who knows what they’re doing, someone who can design a relatively robust set of basic features. (More about this below.) The main target platform is the Windows PC, but I’ve been in the game long enough to know ports can be a nightmare, so some consideration for such things up front is best. (More about this below.)
Oh, and modding would be
very good to invest in. A strong mod community keeps a project alive years after it would’ve been forgotten.
The scope of the hiring is limited to a couple programmers for the moment. I’d be open to artistic and aesthetic assistance as well, if I can find anyone that’s skilled enough. (Free artists tend to ... underperform.) But if I can’t find an artist, I’ll just make the character portraits myself. As far as communication, Skype seems fine, but that’s open. For distribution, open demos, a beta version with feedback, a final 1.0, and then the sky's the limit from there.
About leadership, as the writer, I would like to direct the story, thus determine the direction of the project. Hopefully I can make for a compelling creative union with whoever’s interested, so they stick around to reap the benefits with me. As long as my comrades work as hard as me, I consider the project more of a
Round Table than a autocracy. Naturally, programmers would receive perks both aboveboard and otherwise.
Wink, wink, nudge, nudge. Seriously, though, I ain’t about power, just visionary direction. That being said, I do intend to lead from the front.
Do the buttons need to provide tooltips?
Urr, you mean those little messages that come up when you hover the mouse over something? I doubt it. Let’s just say, “No.”
stuntcock said:
The alternative isn't necessarily great for
the user experience, though. By limiting the UI to a few buttons, Fen's games provide convenient and consistent keyboard shortcuts. If you extend the options available to the player then they need to rely on the mouse, which is slightly slower. It's not a problem when someone is playing through a
new scenario and considering each option carefully - but if they're
replaying a scene (or combat encounter) then they're going to want to do so quickly.
This is a minor annoyance in
Nightgames. As you reach the midgame and you're presented with dozens of possible actions in each combat round, you're also forced to expend some effort in chasing down the appropriate button. It's a minor interruption of gameplay flow, and a minor breach of immersion.
You make a good point here. (Of your many good points.) Honestly, I want clickable action buttons (or icons) with assigned hotkeys and a list at the bottom middle for response and action options (away from “battle”). Once I find some people, I’ll slap together some GUI ideas. But what I found with CoC was I pressed the wrong damn key like <5% of the time. Still, less crowding, I think, would be a good idea.
stuntcock said:
The important thing is the ability to set a scope and then deliver on it. I'd rather see a game with a half-dozen locations and characters instead of a sprawling mess involving hundreds of bug-laden quests, incomplete sex scenes, and placeholder artwork.
A huge scope can help to catch the attention of consumers, but it risks scaring away potential developers. For example: "the guy in charge of this project has a lot of ideas but doesn't seem to know which ones to focus on, so the project will probably undergo many changes in its priorities and schedules" or "this scope is very ambitious, the leader is unproven, and the team has never worked together before -- so this project is probably doomed" or "half of the stuff on this list is beyond my technical skill level."
Lawls! So true, brother. Yeah, I need a big kid or two on my team, no greenhorns. And as you say, I’m unproven as a leader, and no amount of words can convince you otherwise. But my actions sure as hell will. Regarding scope, let me assure you,
the main quest is all I have in mind for the alpha build. That should be a straight-through experience, few bells or whistles, aside from the sex.
stuntcock said:
This may be something that you'd prefer to negotiate 1-on-1 after you've found a promising candidate (so please don't feel compelled to respond to this point) - but you'll need to be more specific. Working arrangements, delivery schedules, IP ownership (and/or licensing), liability, contract vs salary vs revenue-sharing, probationary period, and so on. It's especially important to setup an exit plan -- if someone decides to leave the project, then what (in terms of money, assets, IP, residuals) do they get to take with them, and what are they expected (or better yet: contractually required) to leave behind?
Damn, son.
Okay, so I had to take a break and cry. Not really, but you got me thinking. The truth is it’s like this: I don’t know how this is going to pan out. I have high hopes, but as far as money, no clue, no
“projection”. The IP is mine, obviously, but for the game itself, the construct, no one could claim that, and since it’s not for sale, no one stands to profit by trying to do so. So I guess I’d want a legal agreement wherein people agreed not to
get legal, if that’s a thing. Shareware, you know. That mentality. And as far as leaving a path, the programmer who seeks to work with me needs to play nice. He or she would need to leave a note beside every line of text. (Maybe not
every line, but you get the idea.) If you ever get tired of working with me, the next guy needs to be able to pick up the pieces. That’s just common courtesy. (Not that I’m especially hard to work with.)
And no formal contracts. Pro bono until a profit can be turned. (Id est, money exceeding the first goal on the Patreon page.) Programmer applicants should
a) be committed to doing this for fun, and
b) expect generous compensation if financial success is reached. But don’t let me tell you what that means. Name a fair price. I’ll meet and exceed it, if the time ever comes that I can. And as I stated before, some of the Patreon earnings can always be yours, provided you commit to sharing the ongoing workload with me. Again, name your price and I’ll name what I expect from you.
Cool?
stuntcock said:
This is another detail which you'll need to negotiate. If you're working on a revenue-sharing model, then your programmer might be upset when you expand the team and their cut falls from 50% to 25%. If they've previously been in a solo dev position, they might be annoyed by the inclusion of a new programmer with different working habits -- even if that new person is working gratis.
On the other hand, they might have joined up based on the simple nature of the project ("sure, I can write a visual novel framework") and then get overwhelmed by increases in scope ("these Patreon guys have requested a genetics system for NPC reproduction ... and I have no idea how to implement it"). They might ask for authority to recruit another programmer, and you might take a backseat role in such activities (because you're unfamiliar with the technical details, or you don't understand the skillset which is being sought).
You yourself might become busy with something else -- but the team still wants to proceed and asks you to hire a substitute writer in order to keep the project alive. Or the artist might complain that the programmer is being lazy and failing to communicate, and they insist that you fire the guy and find someone else.
You should put some thought into this sort of thing: how does the team grow? how is authority delegated within the team? how do you handle conflicts? You don't need to reply publicly of course; these are just questions for you to consider before you undertake a leadership role in a software development project.
I don’t need to reply, but I will.
It’s best this stuff gets published so I don’t have to answer these same questions again and again.
As far as the pie goes, the actual money, everything is available for distribution to the team. The pie will start in a few big pieces and
stay that way. As you say, I’d delegate authority to hire programming help to the programmer (or programmers). But the only reason he or she (or they) would ever need to do so was if the tasks being asked of them had grown beyond them. What I really need is someone who finds such an idea unacceptable, a programmer committed to constant self-growth.
stuntcock said:
This point addresses the "positive" side of contributions. But what about the "negative" side?
Imagine that the programmer discovers a minor flaw in the writing (e.g. a missing pronoun). You might implicitly expect them to simply fix the error - but they might instead create a bug report and ask you to fix the error. A programmer might feel uncomfortable making changes to the "core" narrative experience of the game (as opposed to the technical "framework" which surrounds and supports it). They might be uncomfortable expressing sexuality in a written form. They might possess poor English skills and be afraid of making grammatical mistakes. They might find the scene distasteful and prefer not to think about it (because of mild homophobia or whatever).
Do you expect all of your team members to be "on board" as creative contributors? Do you expect them to participate in brainstorming, feedback, and writing sessions? Are you willing to accept someone who limits themselves to the technical tasks and abstains wholly from the narrative or sexual details of the game?
Any and all contributors may abstain from
enjoying the game, of course. I would really like it if the team shared some of the vision, but that’s just the ideal. However, those involved mustn't be ashamed of their work nor any of the game’s contents, nor should they find any part of the game disagreeable as an exercise of the imagination. Therefore, the team should be at peace morally with the idea of a fictitious place created mainly for sexual expression,
vanilla or otherwise, and understand the existence of such a place to be a needful thing.
But yes, I am comfortable with a programmer being unsympathetic to the game’s sexier elements.
stuntcock said:
Can you elaborate on the "animations" item?
If you mean that the game needs to allow for pre-animated images (i.e. splicing a GIF into a frame which would otherwise contain a JPG) then that's fairly straightforward. But if you intend for the game to support responsive animations (or animated gameplay sequences) then you should explain in greater detail -- because such requirements would influence technology choices.
You are doing your homework. I like that.
No, just the spliced in GIFs for now. Maybe in the next game? (Lawls.)