I recently read in another topic that a member of this forum (alinhoalisson) is making his own 2D version of RE 1.5. This got me thinking... How hard would it really be to design, program and eventually release RE 1.5, or as close as we can with the information available? As of five or so years ago, that would have been a much more daunting task, but in this age with higher powered computers and easily obtainable 3D game engines in which to create the game it seems like it's totally doable if you have a small team of dedicated people working on it. Hypothetically, if such a project was happening, this is how I envision it would work, from bottom to top.
I think it would be the greatest undertaking ever attempted by any RE fanbase in the history of RE fanship. XD What are your thoughts on the matter, fellow forum mates?
The story writing aspect:
The team would need one or two writers who were able to take the information we know about the story as of
now and weave it together with some creative license to make it work. They would also be responsible for
choosing the best camera angles for each room, choosing the camera angles which worked best with the story
and setting for each area. Obviously they would be working the rest of the dev team, kind of like a think
tank for ideas and concepts, then take the raw concepts from those sessions and write them into a cohesive
plot lines, possible camera angles and item placement and puzzles. After completing these aspects they
would then be reintroduced to the think tank and ultimately scrapped or chosen. Obviously this would be a
fluid process that would require constant tweaking and communication between the entire dev team.
The music and sound development:
We would need at least one person able to create/collect sound effects for the game and possibly one to two composers
to create the appropriate tracks for the game. This team would have to work closely with the writing and programming team.
The graphics development aspect:
The team would need somewhere between two to three graphic artists capable of creating backgrounds
consistent with the backgrounds seen in RE1.5 and subsequently RE2. They would also be responsible for
creating the character textures needed for the models created by the modelling team. They would also be
responsible for creating menus, inventory screens and other graphical aspects, working closely with the
writing and programming teams.
The modelling aspect:
The team would also need one to two 3D artists capable of producing quality models of the same graphical
consistency as RE2 (I.e. that old school blocky look). Not only would modelling such simple polygonal
models be nostalgic and in keeping with the early RE look, it would also make the models much easier to
produce, therefore speeding up the development cycle. These individuals would have to work closely with the
team of programmers in order to get the models functioning within the programmed environment.
The programming aspect:
Though it would be possible to get by with one programmer versed in the game engine the team ultimately
chose beforehand, it would be optimal to have at least 2-4 programmers to share the work load and speed up
the development cycle. These individuals would have to be able to take the completed concepts from the
writers (Which derived from and were chosen by the dev team think tank) and craft the environments, player
actions, AI, etc around them. They would also have to work closely with the model and graphic design team
to ensure overall quality of each area within the team.
The leadership aspect:
The team would need one individual who was versed (at least at a basic level) in all the disciplines
involved in the project with the ability to keep the project on track and the team working cohesively. This
person would need to have the ability to supervise and troubleshoot problems between the separate teams
within the collective dev team.
Other aspects outside of the development team:
The team would need an individual outside of the dev team to handle the occasional release of information
on the progress of the project to the forum members (In this case, let's say the forum is THIA :-P).
The team would also benefit from having a few individuals outside of the dev team who could go out into the
community and collect opinions, concepts and ideas on what should happen in the game and bring this
information back to the dev team for consideration. They would need to keep a database of the ideas and the
names of the people who submitted their ideas so they could be added to the credits at the end of the game
if their idea was used.
The team would need several dedicated (And trustworthy) individuals to beta test the game as it developed so the
dev team could iron out any bugs found by the testers that the dev team missed.
If popularity and global interest was piqued during the development or after release, The team might need
dedicated translators. Of course, that hurdle would only need to be jumped very late in the development
cycle, perhaps even after release.
The team would also need some voice actors, if indeed, voice acting was decided upon.
Of course, members of the dev team could chip in with their own angelic voices, but they
would probably need assistance in this matter.
The team would need one or two writers who were able to take the information we know about the story as of
now and weave it together with some creative license to make it work. They would also be responsible for
choosing the best camera angles for each room, choosing the camera angles which worked best with the story
and setting for each area. Obviously they would be working the rest of the dev team, kind of like a think
tank for ideas and concepts, then take the raw concepts from those sessions and write them into a cohesive
plot lines, possible camera angles and item placement and puzzles. After completing these aspects they
would then be reintroduced to the think tank and ultimately scrapped or chosen. Obviously this would be a
fluid process that would require constant tweaking and communication between the entire dev team.
The music and sound development:
We would need at least one person able to create/collect sound effects for the game and possibly one to two composers
to create the appropriate tracks for the game. This team would have to work closely with the writing and programming team.
The graphics development aspect:
The team would need somewhere between two to three graphic artists capable of creating backgrounds
consistent with the backgrounds seen in RE1.5 and subsequently RE2. They would also be responsible for
creating the character textures needed for the models created by the modelling team. They would also be
responsible for creating menus, inventory screens and other graphical aspects, working closely with the
writing and programming teams.
The modelling aspect:
The team would also need one to two 3D artists capable of producing quality models of the same graphical
consistency as RE2 (I.e. that old school blocky look). Not only would modelling such simple polygonal
models be nostalgic and in keeping with the early RE look, it would also make the models much easier to
produce, therefore speeding up the development cycle. These individuals would have to work closely with the
team of programmers in order to get the models functioning within the programmed environment.
The programming aspect:
Though it would be possible to get by with one programmer versed in the game engine the team ultimately
chose beforehand, it would be optimal to have at least 2-4 programmers to share the work load and speed up
the development cycle. These individuals would have to be able to take the completed concepts from the
writers (Which derived from and were chosen by the dev team think tank) and craft the environments, player
actions, AI, etc around them. They would also have to work closely with the model and graphic design team
to ensure overall quality of each area within the team.
The leadership aspect:
The team would need one individual who was versed (at least at a basic level) in all the disciplines
involved in the project with the ability to keep the project on track and the team working cohesively. This
person would need to have the ability to supervise and troubleshoot problems between the separate teams
within the collective dev team.
Other aspects outside of the development team:
The team would need an individual outside of the dev team to handle the occasional release of information
on the progress of the project to the forum members (In this case, let's say the forum is THIA :-P).
The team would also benefit from having a few individuals outside of the dev team who could go out into the
community and collect opinions, concepts and ideas on what should happen in the game and bring this
information back to the dev team for consideration. They would need to keep a database of the ideas and the
names of the people who submitted their ideas so they could be added to the credits at the end of the game
if their idea was used.
The team would need several dedicated (And trustworthy) individuals to beta test the game as it developed so the
dev team could iron out any bugs found by the testers that the dev team missed.
If popularity and global interest was piqued during the development or after release, The team might need
dedicated translators. Of course, that hurdle would only need to be jumped very late in the development
cycle, perhaps even after release.
The team would also need some voice actors, if indeed, voice acting was decided upon.
Of course, members of the dev team could chip in with their own angelic voices, but they
would probably need assistance in this matter.
I think it would be the greatest undertaking ever attempted by any RE fanbase in the history of RE fanship. XD What are your thoughts on the matter, fellow forum mates?
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