SirTimberWolf
Member

Posts: 312
Registered: 09-03 |
... Look, dude, making a project of that kind of scale takes an incredible ammount of work. It takes infinitely -more- work to make it -good-. Look at some of the development times on projects like "The Island"
http://www.doomworld.com/idgames/index.php?id=12819
Or Cold as Hell, KDiZD, Shotgun Frenzy or a multitude of other wads. These projects are massive in their relative scale due to the amount of time, effort and design that had to go into them to make them work.
As someone who's started and fell flat on more projects than he can count on his hands, I offer this token of advice, take it or leave it.
Your project is absolutely meaningless until such a time that you:
A) Prove you have the skill to pull off something WORTHY of attracting the help you want (regardless of what skillset you're looking for) and more importantly:
B) Show that you are in it for the long term, have -significant- work to show. Levels complete, story in place and so on.
Further to that, the vast majority of the community is interested in -their- projects and -their- interests. Chances are quite good that you'll never draw (pardon the pun) a good spriter because, quite simply, the good ones are busy doing other things that they find more interesting/personally rewarding/what have you.
The sprites you have shown already aren't terrible, while they certainly won't win any awards at least your brother (I believe?) is honing a very time consuming albiet rewarding skill. Don't worry about the visuals until you have your stuff laid out and do some poking around for other character/model rips if you're dead set on that kind of thing. You can do quite a lot of interesting stuff with resources already available but -your- main concern should be making your project fun and interesting, both for your player -and- you.
-Timber
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