LOVE Community Games
Posted: Sun Jan 13, 2013 4:27 am
Do you have any?
Ok, here is the deal. If you are working on a game, which you wouldn't mind sharing with other developers and getting helped you can make a topic (if haven't already done so) and post the link here. Or if you are looking to work on a game with others you can likewise browse the suggestions and pick whichever you like the most. This will be where you can find community game projects.
The rules for submitting a project suggestion are simple:
All said and done let's make some signature LÖVE games, everyone
Ok, here is the deal. If you are working on a game, which you wouldn't mind sharing with other developers and getting helped you can make a topic (if haven't already done so) and post the link here. Or if you are looking to work on a game with others you can likewise browse the suggestions and pick whichever you like the most. This will be where you can find community game projects.
The rules for submitting a project suggestion are simple:
- Games only
This means no tools, engines, frameworks, tech demos, simulators or other non-playable things, it must be a real game with fun mechanics and all. - Open source
The project must be open source, so that everyone who wants can participate and must be hosted somewhere everyone can access (GitHub, Bitbucket, Sourceforge, Google Code... what else is there ) - Ideas accepted
There is no need to have a demo, but your ideas need to be convincing if you want people to buy them and you have to prove that you're willing to work hard for them. On that note if you cannot program your ideas must be really really good. - Roles and tasks
You must clearly state how many people you need for starters and what kind of roles. Do you need programmers, story writers, assisting game designers, artists? You must also state what needs to be done, it doesn't have to be a complete plan but you should at least know how to keep every one busy.
- Don't be overambitious
You're planning the next AAA title game you are not gonna get far, better start as small as you can, then build up. Instead of declaring an open world RPG-shooter crossbreed with full fledged Turing-complete spell casting system and dynamically adjustable neuron-network based AI, just say you're making a small RPG with turn based combat which you plan to expand (you'll see that you'll throw most of the ideas out, by the time you make something fun). Having said that a big project is welcome, but only if you think you can manage one. - Don't forget you're competing for attention.
If you make it look cool, sound cool, taste cool or smell cool you will get more people interested. Good summary, screenshots, videos are your best friends, also projects with demos will have better chances - Don't rush to start a new project
If your ideas are half baked and you don't know what you want to do exactly, but you want to do it bad, then take your time and think about it a little more before posting, you only need a few unique features to make your game stand out. Or better yet join an existing project, you might find one that scratches your itch - Don't hesitate to sell
If you want to place it on Steam, GamersGame, IndieGameStand or somewhere else then you are encouraged to do so, the money is yours and you can do whatever you want with it, after all it is your game (it would be nice to consider donating to LÖVE though ). Just because it is open source doesn't mean you can't make profit.
All said and done let's make some signature LÖVE games, everyone