Why a 3D Fan-Game May Not be Possible...

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    Are you still prepared to make a 3D Megaman Legends fan game?

    [ 18 ]
    82% [82%] 
    [ 2 ]
    9% [9%] 
    [ 1 ]
    5% [5%] 
    [ 1 ]
    4% [4%] 

    Total Votes: 22
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    Rockman Striker
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    Re: Why a 3D Fan-Game May Not be Possible...

    Post by Rockman Striker on Sun Jul 24, 2011 3:25 pm

    I actually modeled one servbot that looked fine (not sure if it were perfectly proportioned at Capcom´s view) should we start giving proof of our skills? (no presuming)

    Cartoon characters are harder to model than one might initially think!

    Same goes for chibi models, that´s why the servbots are the trading pass for capcom´s modelers.
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    General Specific
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    Re: Why a 3D Fan-Game May Not be Possible...

    Post by General Specific on Sun Jul 24, 2011 3:31 pm

    Never a better time for the modelers to give it their all! I'm already preparing my own design material as the Lead Designer application period approaches, and it wouldn't be a bad idea for anyone else to start getting ready to make a game.


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    Rockman Striker
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    Re: Why a 3D Fan-Game May Not be Possible...

    Post by Rockman Striker on Sun Jul 24, 2011 9:22 pm

    Ok I´m not sure if this is the right section to continue with this, maybe you should start a thread for this "test" where every modeler put a pic of their servbots.
    Mine´s ready anytime.
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    General Specific
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    Re: Why a 3D Fan-Game May Not be Possible...

    Post by General Specific on Sun Jul 24, 2011 9:23 pm

    Of course not—I wasn't asking for it here, anyhow. I'd rather let the Lead handle that kind of thing in the Visual Development forum.


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    Adrian2040
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    Re: Why a 3D Fan-Game May Not be Possible...

    Post by Adrian2040 on Sun Jul 24, 2011 10:30 pm

    I'm still waiting for people to actually apply for the Lead Artist Position. I think I made the thread yesterday, if not the day before.


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    General Specific
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    Re: Why a 3D Fan-Game May Not be Possible...

    Post by General Specific on Sun Jul 24, 2011 10:33 pm

    No one's applied! I have to question the punctuality of our Official Artists—this is getting silly, lol.


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    PixelSprite
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    Re: Why a 3D Fan-Game May Not be Possible...

    Post by PixelSprite on Sun Jul 24, 2011 10:49 pm

    Punctuality nothing. I think that the qualifications are intimidating. Not to mention that (from an artist's perspective) they're multi-disciplinary: modeling, concept art, texturing, animation. And leadership. Not complaining 'cause anyone that could fulfill those qualifications would probably make for an excellent visual lead. It's just that those kind of skilled people are rather rare.

    That's why I haven't applied, anyway. Sorry for going off-topic.


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    Edich
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    Re: Why a 3D Fan-Game May Not be Possible...

    Post by Edich on Sun Jul 24, 2011 11:01 pm

    In all honesty, lead roles are less about actual game work load(they still have their fair share though) and are more about having general knowledge, organizing skills, leading potential, and capable of doing fairly frequent input and critiquing. You'll still most likely have your specific, specialized job. You'll just also have to keep tabs and have involvement in everything else.

    Still kind of intimidating, yes. But the point is to be more the organizer, not the guy who does the majority of the work and know about everything visual. And don't forget, you have you're DASH visual developer to even things out there.

    It is indeed more daunting than, say, writing and music qualifications, but that's because visuals are a big part of a game.


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    Baldarov
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    Re: Why a 3D Fan-Game May Not be Possible...

    Post by Baldarov on Sun Sep 04, 2011 4:27 am

    That is honestly a dumb reason for not believing it can be done. Dude was just mega-slow, is all. 4-man teams have put out full conversions in a similar timeframe, depending upon ease of engine customization.
    I just joined up to drop ideas and maybe complain a bit though so I'm unsure of the full staff, but the fact is properly structured and synchronized working times will do wonders, especially since I am guessing it is larger than 4. All the biggest work will come down to customizing weapons, storylines, and area building. If those run long you can always put out a demo so people can entertain themselves with the core gameplay until it is finished.

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