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finchy
Registered: Nov 2003 Posts: 18 |
Musician(s) needed for Battlestar Galactica 64
Hi there,
there is a Battlestar Galcatica Project underway and we are in need of a musician/musicians. First and most importand: a conversion of the main title.
Yes, we know that there are two tunes of this, one by SoedeSoft (find it in HVSC) and one by The Fall Guys (find it in here). But the problem is: while the one of SoedeSoft sounds way to ... well ... funky with that drums in it, the one from The Fall Guys sounds like there is something missing ...
So, it is up to you (please) to make the best imaginable main theme ever. We can offer you no money, the game itself will be freeware. It's just for the fun and the fame, guys. Ain't that enough?
So long ...
finchy |
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Nafcom
Registered: Apr 2002 Posts: 588 |
Quote: I'd rather see Dane do the music than Richard. Even though Richard's music is his best skill it doesn't match Dane. :)
why not 2 tunes in the game? ;) |
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Krill
Registered: Apr 2002 Posts: 2981 |
Quote: I'd rather see Dane do the music than Richard. Even though Richard's music is his best skill it doesn't match Dane. :)
i'd rather see some hard code facts first. |
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chatGPZ
Registered: Dec 2001 Posts: 11387 |
yeah indeed. forget about gfx. forget about music. make a half-playable mockup first. |
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T.M.R Account closed
Registered: Dec 2001 Posts: 749 |
Quote: yeah indeed. forget about gfx. forget about music. make a half-playable mockup first.
Some of us with experience coding games [comedy smug grin] would say it's essential to get the code moving first so that the style of the graphics and music can be decided by it and not the other way around... In not so poncy terms, the gameplay should lead the pretties, not the pretties lead the gameplay. |
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Stryyker
Registered: Dec 2001 Posts: 468 |
TMR fails modern game design 101 :) |
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chatGPZ
Registered: Dec 2001 Posts: 11387 |
yes, first thing you create are screenshots and a website! *rolls eyes* |
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Hein
Registered: Apr 2004 Posts: 954 |
Quote: Some of us with experience coding games [comedy smug grin] would say it's essential to get the code moving first so that the style of the graphics and music can be decided by it and not the other way around... In not so poncy terms, the gameplay should lead the pretties, not the pretties lead the gameplay.
I agree.. Titlescreen and sprites make a demo, not a game.
Read Robin Levy's comment on Deadlock if I remember correctly.. Every tiny detail could be gameplay.. |
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finchy
Registered: Nov 2003 Posts: 18 |
Without a coder on board, we'll hardly manage to make a half playable "pregame". Men, what's it to you? Graphicians want to see a coder on board, coders want to see some graphics first - or, even better, a half ready game ...
So far: we have a tune, we have a title screen (which has to be improved). We need more music, are pixeling more pictures, trying to do some sprites, and, freaking most important of all, we need a coder who says "uh, well ... if you give me a background and some sprites, I'll see what I can do" ... most things and possibilities must be discussed with the coder, it's pointless to do that here, ain't it? |
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T.M.R Account closed
Registered: Dec 2001 Posts: 749 |
Quote: TMR fails modern game design 101 :)
Yeah, and bloody proud of that i am as well. =-) |
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T.M.R Account closed
Registered: Dec 2001 Posts: 749 |
Quote: Without a coder on board, we'll hardly manage to make a half playable "pregame". Men, what's it to you? Graphicians want to see a coder on board, coders want to see some graphics first - or, even better, a half ready game ...
So far: we have a tune, we have a title screen (which has to be improved). We need more music, are pixeling more pictures, trying to do some sprites, and, freaking most important of all, we need a coder who says "uh, well ... if you give me a background and some sprites, I'll see what I can do" ... most things and possibilities must be discussed with the coder, it's pointless to do that here, ain't it?
Which is why most "homebrew" projects tend to be led by the programmer, the person best suited to make decisions as to what can and can't be done from the design and, more often than not, what to add to the game on the fly.
Your best bet as a non programmer is going to be to put together a "pitch document" to try tempting someone else - in this case the pitch could be a website where you have a detailed synopsis of how you envisage the game and a list of what you can bring to the table during development are laid out clearly. It needs to be quite weighty too, a couple of pages of text aren't exciting. And nothing at all should be done before there's a coder at least looking over the specs because there's always a chance it simply won't work.
Me, i make it up as i go along but i do the code and most of my own graphics too so i can - you don't have that option right now... |
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