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Let's Team Up to Game On!

Posted on 6 September 1998

The following text was written by Alan Wong:

In my last article, What Makes a Good Game, I made several suggestions to improving the games made for TI graphing calculators. One of those that got people angry was that of the engine idea. Although some people liked the idea, many others opposed it, due to its non flexibility and lack of feasibility. But here's an interesting note on that idea, the ones that liked it the most were mostly the ones that could not program, and the ones that opposed it were mostly the ones that could program. But this article is not about engines. Its not about fun. Its not even about replay value. If you do not know what this article is about, then I suggest that you read the title once more. This article is about the one idea that I barely touched on, but most of the people liked. It is the concept of team. In the responses of my last article, nearly everyone liked this idea, and in my opinion, most poeple think it is the next logical step in the world of TI calculator gaming. But are there downsides to what seems like the best way to go? And what does it take to bring a team of programmers and artists together to make a game? Read on for my opinion of the issue.

First of all, the team approach does not guarantee good games that are fun. They just give us more chances to see good games that are really good. A team is also not made up of 10 full time programmers and artists. In this small world of TI calculators, a team of 3 is about the right number, but any where from 2 to less than 10 people is good. I would prefer 3 people if I had a choice, since you have 2 programmers that can help each other and a full time artist making what the programmers need, or the other way around. This team is also easy to manage, since there are only 3 people, and basically all of them have to do the work for it to be successful. If you have too many people, some will slack off and still take credit. If you have less, then it may be a fuller load of work for both of you. Anyway, let us look at more of the good sides of the team approach. You finish games quicker than if one person were working on it, since you have, well, more people working on it. This is a plus if you do not want to be bored by the same game for months on end, since your finished in a couple months if you have great partners. Also, you can share ideas and skills. If its a small group, then maybe the programmers can teach the artists, and the artists can teach the programmers, then each can have a better understanding and respect toward whatever they do. Plus, they learn something new that they may have had to slave over for a long time if they did not get the lesson (but there are exceptions to this!). Anyway, this could also increase the amount of games that appeal to more people, since you have more than 1 person's opinion going into the game. This is all very positive, but when you have the good on something, you also have the bad.

The most obvious negitive to the teams approach is that you have different people in the team. Even if you knew each other for a long time, you still have your differences. These differences get increased when each member wants to do something differently, and argument breaks loose. But this can be worked around by including everything (which is a bad idea to start with) or by knowing ahead of time that this is going to happen and plan a plan. Second, when you have a team, you have to manage it somehow. One person does this and that person does this and you do that. This is hard to do though, since in real life, people have different and varying schedules. You must compensate for this, and make sure you can cover for that person to get the game out on time. And what if someone just does not have the time? Well, that person should not have joined in the first place. This sounds harsh, but it has to be done. Even if that programmer is the best in the world, just quiting (except for extraordinary reasons. which should be created prior to the team being built) is not good, and really gives the rest of the team (or that one remaining person) a lot more to do. This could cause the game to be rushed (the "who cares, just get it done" phase). There are more bad things I could say, but we all know these do not happen everyday, and those that actually have the motivation will get it done no matter what (almost).

Well, we have the programmers and the artists. These guys are the most important in the TI calculator game world (sorry music guys), but some other people that we may not think of as part of the team are part of the team. These are the testers. They have the tedious job of playing the game a million times and tell the programmers (or artists) whats wrong with the game. Sometimes, having a lot of these guys helps, since bugs can come in the strangest of places. The more people that test (full time, not just 10 minutes a day) the more chances you the programmer can find and fix a bug. A 3D shooter that is now being made for the TI-86 has a large testing team, and I believe this will quicken the development time by shortening the testing phase, and also have the luxury of testing as they program, not test all at once in the end. This could also get rid of the need of betas, which I never download by the way.

Finally, this team has got to work together. Everyone that is in the team, no matter how trivial the task they are made to do must work together. If this does not work, the team will not work. If the team will not work, the game will be doomed to be one of the millions of never released but promising games.

Oh, and to the maintainer of the site, could you make a new little page that allows us to post information on gaming ideas for the TI calculators, and ask for programmers and artists? This could allow us to better get in touch with each other, allowing teams to form, and games to be made.

The new game ideas list:

  • Pinball (suggested in a comment on my previous article, but physics may be hard to do but would be similar to Vertigo)
  • Warcraft, Starcraft, Diablo, Command and Conquer type game
  • Street Fighter type games
  • Zelda overhead type adventure games
  • 2-player linked games (card games, puzzles, etc.)

So far, I believe teams are the way to go. And to all you game makers in the TI world, keep up the good work!!

  Reply to this item

Re: Article: "Let''s Team Up to Game On!"
Gerard Imbert

What could be a good idea would be making teams of different platform programmers. So everybody contributes to the game design, and then each one codes the game/utility in their specific calculator.
Obviously some features will miss or be added to some "ports" of the game, but at least all TI calculator owners will have access to a given game/utility almost at the same time.
However this multi-platform developing can exponentially increase development time, but IMHO it could be worth trying.


Reply to this comment    10 September 1998, 11:37 GMT

Re: Article: "Let''s Team Up to Game On!"
Takido
(Web Page)

I got an idea ti 83 tennis

Reply to this comment    12 September 1998, 00:33 GMT

HaCk tHe PLaNeT
+_SAiNt_+

I Believe that teams are great! as long as it is hacking, hehehe

Reply to this comment    16 September 1998, 00:31 GMT


Re: HaCk tHe PLaNeT
DragonSlasher
(Web Page)

Hacking, eh? Do you even know what that is? Hacking is not a bad thing; hacking is actually programming to solve problems. Perhaps if you actually built things, instead of *ATTEMPT* to destroy them, you could call yourself a hacker. From what I can see, you are nothing but a wanna-be cracker.
Also, why do you bother post moronic comments like this? It contributes nothing. But that's the way of "hackers", eh?

Reply to this comment    29 April 1999, 05:13 GMT

Re: Article: "Let''s Team Up to Game On!"
buffalo

i think that a good race car game or a good (007) type game would be worth using all your memory for.

Reply to this comment    15 October 1998, 18:08 GMT


Re:RE: bOnd
fiErO

bond would be the kill, but I'm not two into race car games consideriing i drive the freeway.

Reply to this comment    15 October 1998, 18:22 GMT

Re: Article: "Let''s Team Up to Game On!"
Wes Brown

i'm just starting to program and I've teamed up with another begginer on simple games/math programs. With the help of people like you and examples on different and more efficiant commands- were learning much more.

Reply to this comment    16 December 1998, 17:15 GMT


Re: Re: Article: "Let''s Team Up to Game On!"
michael johnson

how can I get to program my TI 86?

Reply to this comment    12 April 1999, 23:34 GMT


Re: Re: Re: Article: "Let''s Team Up to Game On!"
CT

You Idiot Press PRGM Then right 2 and enter type the name of the program and the program (don't even try progamming it if you don't even know how to get to it0

Reply to this comment    29 July 1999, 08:15 GMT

Re: Article: "Let''s Team Up to Game On!"
Dan Goodberry

I think this is a great idea. I'm a pretty good BASIC programmer, but that means almost nothing for making good (ASM) games. I'd be willing to contribute as an artist (I've got a decent amount of experience in graphics) for a game or program if someone will be willing to try a team on something. I'm also willing to be a spelling/ grammar checker for games... I hate final versions that have typos in them!
(write an email to me for requests for assistance!)

Reply to this comment    11 February 1999, 00:34 GMT

Re: Let's Team Up to Game On!
JcN  Account Info

I already have a pinball project underway for the 68K calcs. It will be written in C using the TIGCC IDE, and it will support three different types of gravity. Expected release: next week

Reply to this comment    7 June 2003, 08:37 GMT


Re: Re: Let's Team Up to Game On!
MoMoRyan Account Info
(Web Page)

You program in C and C++? Pretty impresive. (all I can do is BASIC)
Anyways, caould you give me points on programming a boss key??

Reply to this comment    5 February 2004, 01:36 GMT

Re: Article: "Let''s Team Up to Game On!"
o

o

Reply to this comment    23 March 1999, 22:56 GMT

Re: Article: "Let''s Team Up to Game On!"
kllllkl

Alan is a $%#ing #$#$#!!! I'm gonna %&#! his 1#!@#$# @$$ ! (kidding)

Reply to this comment    23 March 1999, 23:02 GMT
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