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DrDavidBowman

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  1. @sp0ckrates I think first of all working on the scope and scale of the project is key, particularly who wants to be involved. Then, what we are most interested in making, what is easiest to develop, and what we think will be most appealing to our target audience. That will then lead us in the direction of a road map, and a list of requirements that we can breakdown into epics (larger pieces of work) and individual tasks. (We'll also need to agree on a work management platform like Gitlab, Wrike, Trello, etc.) Personally, in terms of the game, I'm imagining the main character starting on a large battleship as some kind of recently transferred sergeant, minor officer or famous commander's child who has to prove themselves. The ship itself is on boarder patrol in a galaxy full of tension and poised for war. That kind of context gives a limited environment at the start and allows the stakes of any missions or actions to be high with lasting consequences. I'm really flexible around the ideas and would love to collaborate. With a small team and limited time it's key we get the most story and gameplay time out of the least development work. That's going to naturally look like something initially more linear, that we can then build on over time. The nice thing about having the first main environment being the battleship (maybe the XSS Agamemnon or similar kind of name) is that it's limited and can be reused. Also ships are powerful characters in their own way, e.g. Serenity, Enterprise, Rocinante and Galactica. Those are some thoughts on the starting points, quite straight forward in some ways, but I think a lot of the fun is the creativity, working together and seeing others enjoy hmwhat you've made. Are there any things you'd be particularly interested in doing with a larger project? Also any reflections or ideas from what I've said (again, I'm not fixed on anything at this very early stage)?
  2. I'm just testing the waters. I've worked in tech for a while and I'm considering building a portfolio to give me experience to move into gaming. I'm wondering if there are any people who want to work on a significant mod as a group? I'm personally thinking of something that focuses more on the story, world building and game play experience than radically overhauling core code. A mod something like a story-focused cross between the Expanse and Bablyon 5. My experience: Software Product Manager SCRUM Master Project Manager Short and long form writer (A long time ago - FPS mod mapper and coding experience) I'm thinking of an inital planning phase before starting the project build when the creator toolkit comes out, with a design strategy that enables iterative releases in chapters. I think there's some real potential with so many people loving space adventures. Anyone else interested in collaborative teamwork on something bigger? Edit: FYI, for clarity, I've led multiple software projects from discovery to delivery.
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