If you want to pull developers toward your project, you have to first generate a fairly active community. No one wants to work on something, they feel no one will see/care about, so you have to create a strong community around your product. That's what we did on 0 A.D. and it has worked out quite well
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Once you have that, you need to make it easy for developers to contribute to your project. Have easy to find, and accurate documentation. Devs should be able to quickly find compile instructions, workflow layout, ect.
Once you have that, you just have to keep on trucking, and wait for developers to join your cause.
I hear you on that, unfortunately we have another competing project that is more successful, because of that we have had a much smaller community overall. This problem was inherited by the people who are running the project now because it was kept closed-source for so long. Those are good tips though, I should mention we have put a good deal of effort into documentation around compiling, how to contribute etc.
The trick will be building up that community as this other project has a bit of a hold on them right now. For example the other project accepts donations to keep their public server up and running and we do not, we are fully open source whereas they have an hour limitation and a player limit of 20 people. They were the first to introduce a combat systems whereas we introduced crafting first.
Time to head home, thanks for the advice @AriPatrick
I guess I'm just concerned about the naive people asking "how can I get into the industry" adding noise to the more desirable questions that provide interesting answers to people who are already game developers in some form or another
The “expert” part of that mission is important, otherwise we’re just building another place for the same questions that every other Q&A site has. We want the law Stack Exchange to attract lawyers, the movie Stack Exchange to attract filmmakers, and the aviation Stack Exchange to attract pilots. What makes a community great is great people... that is, real experts. And the experts want to hang out with other experts.
we've had a couple of 'what courses should I take' questions
Everything else is "how do I do x in y software package?"
Yeah... So there aren't very many (if any) Producer specific questions, unless you delve into the management specific stuff
@Noctrine and @Tetrad I have a question for you. Which do you think provides more value, being active and answering questions in chat or answering questions on the website?
Hey @WillfulWizard! I don't think I've seen you around before. Are you new to Game Dev Stack Exchange?
@WillfulWizard you should try ActionScript3 with FlashDevelop, its a really easy editor to use, and you don't even need to buy Flash to design anything.
Can I, in the GNU Objective-C runtime, attach semi-arbitrary pieces of data to instance variables?
Challenge:
I'm currently working on a kind of Cocoa workalike for Linux, as a sort of pet project. (Please, let's not get sidetracked by all the "use GNUStep" stuff. I know about it, but it doesn'...
Analysis
The problem with asking for a hard figure here, is that this is an extremely variable number.
On the one hand, you have something like World of Warcraft, which, while not exactly Free-to-Play, still might serve as an illustrative example on the one end of the spectrum, with approximate...
How do you define a percentage of content anyway? Is it based on difficulty to acquire, cost to acquire, # of items, sq ft of space of a zone, etc.? Does it matter if the stuff you can buy has no real effect on the game?
@lathomas64 Traditionally, no, but if it has a significant impact on the gameplay even if it is not graphical or story, you still don't think it should be considered "content"?
I'm asking here so since y’all (I’m from Kentucky so bear me on it because it’s going to happen again) have experience in or around game programming,that's what I want to do, and I’m trying to find as many options I can before my senior year, that be next year. So y’all (I still can’t believe I t...
Thanks @Noctrine, but I'm not familiar with software engineering programs, so I don't think I can really add to the discussion there. i'll keep an eye on it though
@WillihamTotland are you saying the boost is packaged with existing free content but can also be purchased separately? I don't see how that would make the boost itself content
I consider double xp is much more "impactful" on the gameplay experience than adding a pink sword with similar stats, so I'd consider it part of non-traditional content
@WillihamTotland as far as every other item being cash only the shop has cash items next to free counterparts so alot of those dont count as cash ONLY content
at least they did last time I touched any of those games
Trying to create Site Avatars from Character Avatars in game by grabbing a RenderTexture from a secondary Camera and converting that into a Texture2D to upload. But there seems to be no way of converting a non active RenderTexture to a Texture2D
I'll have to make an Avatar Creator in the game that sets the Avatar Camera as Active and takes the picture with that. But that kills the awesome dynamic-ness of it for now.
Is there a need for tags like 3D Engines when you could just combine the 3d and engine tags? This would ensure that anyone interested in engines wouldn't have to search through engine, 2d engine, 3d engine, xxx engine, etc.
I would want to have the ability to simulate different variables like brittleness, or other variables to get varied end results.
I would mainly need to generate impact cracks, so it would need to react to different impact angles and speeds.
I am using ActionScript3, but general theory answers w...
Hobby Development
Is there a significant difference between hobby development and other forms of development? If I have a question about which physics engine I should use or what kind of school I should go to, will the fact that I'm hobbyist developer make a significant difference?
Languages & Language Choice
I think these should be merged under languages.
I think the languages tag should also link to all the language specific tags (although this will require a moderate amount of upkeep)
Sorry if I come off as spamming. I'm just going through the list of tags and calling out what I see.
@AriPatrick, did you really need to edit this gamedev.stackexchange.com/questions/5238/… ? Instead of it falling off the main page forever, you brought a useless topic back to the main page.
@AttackingHobo It was incorrectly tagged. It'll fall back down within a few hours of activity.
@Noctrine there are a lot of tags that are pretty much duplicates. Rather than create takes for each one, can I just type out a list or something for you, and anything you don't feel comfortable editing, I can make an community wiki about?
@AttackingHobo If I could edit the tag without resurrecting it, I would.