Use placeholder graphics extracted from a commercial product such as Fallout:Tactics or whatever game fits your graphics format.
When you have a real proof of concept playable demo, you will have a lot more leverage in looking for artists to share profits with. You don't need to make the demo public, you just give it to the artists so they can see that you're the real deal.
Yeah having a demo was always gonna be essential for the game, be it for hiring on other artists or be it for attracting a publisher or lunching a kick starter project (not a big fan of the last one FYI)
Make everything yourself. Problem solved.
Well... I've failed this already XD, as my brother is a co-developer on the project
Expanding is a royal pain in the ass.
Unless people are paid with more than promises of revshare, there's a non-zero chance they'll jump ship when they get a better offer from someone else.
Solidify what you can on your own first, then get others to do the rest.
I do agree with this take, without the game being either a provable project, that has some financial end goal that can interest someone beyond shared interest in games design as a hobby most teams fizzle out, I was on such a horror project before... all i need to say on that is that the project lead got obsessed with NFT...
(The rage of all true gamers within us)
when they were all the rage, made what was meant to be a Boomer Shooter really morph into this whole other thing.
Rule 1: Get it in writing.
Contracts are essential
Have you considered using Real Estate to fund your projects?
Real Estate... So step on acquire a foothold in the property market and then fund the game development on flipping houses, buying cheep and selling high... or set up a number of rental properties... But then i'd have to understand economics and the housing market.
(Me not smart with math... hence why my brothers the coder XD)
Expanding is a royal pain in the ass.
Unless people are paid with more than promises of revshare, there's a non-zero chance they'll jump ship when they get a better offer from someone else.
Solidify what you can on your own first, then get others to do the rest.
This exactly! The larger the team, the higher the chance you'll get bogged down by someone jumping ship. Just look at Realm Beyond: Ashes of the Fallen. And it was with 2 team members...
Also, just defining the shares when some will necessarily work part time (if at all!) will be a huge headache.
I'd recommend keeping the team size to the bare minimum. 1 coder and 1 everything else guy + an external composer is all you need. You'd better cycle through unpaid interns than try to keep a team motivated through the promise of future profit : Yes, one of my colleague published a game with a team of zero paid coders, only short internships(because they need to be paid over 3 months). I don't really recommend it, but it can be done...
That's actually a solid plan for the indie-team, 1 coder and a 1 everything else guy, to be fair for composing my idea is a similar soundtrack to OG Fallout but maybe a bit of a 80s retro-wave flare. If anyone has heard of the anime Mobile Suit Zeta Gundam think that...
Side Note;
Didn't expect this old forum post to blow up again, but thanks for the feedback!
Hopefully soon I'll have something more to share on the project I'm working on
Until next time...
Stay frosty