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game project - need a few more people!

Submitted by urgrund on
Forum

I currently have a game project that has just begun devlopment, it's working title is Edge of Valour. The game will (in a nutshell) be a 3rd person team DeathMatch slasher... so, using swords and mediaeval/fantasy weapons.

The proposed technology is AmpII. AmpII's rendering style will allow for some really 'moody' and dark dungoen and castle scenes. The real-time lighting will also be great for visual effects.

What we are needing is a few more members to help produce a demo.
With a completed demo we could submit to a few publishers and see what happens.

So, this will be a hobby project (much like a 'mod') that could have the potential for something bigger.

Here is a draft document, outlining the projects main features, though many things may change once the code has been assessed and game features start to be play-tested.
http://starwars.web.easynet.be/dungeonrumble/files/documents/draft3.doc

And some eye-candy to spark more interest! :P

[img]http://starwars.web.easynet.be/dungeonrumble/files/screenshots/dm01_23…]

[img]http://starwars.web.easynet.be/dungeonrumble/files/screenshots/dm01_22…]

[img]http://starwars.web.easynet.be/dungeonrumble/files/screenshots/dm01_21…]

[img]http://members.optushome.com.au/urgrund/res/Wolf/dm01_19.jpg[/img]

[img]http://starwars.web.easynet.be/dungeonrumble/files/screenshots/axe2.jpg…]

At the moment, we are needing:
____________________________________

Coders:
This engine is very 'mod freindly'. Most of the game is created through external (to the dll's) scripts and config files. A new player, along with animations, weapons and weapon settings (RoF, trajectory, ammo count... etc) can be done through text files. So, the coders job will mainly be through scripting a psuedo C language native to AmpII and of course there will still be standard coding needed. The language is C++
____________________________________

Level Designers/Modelers:
At least 1 more level designer is needed. This engine uses the portal vis system and has real-time lighting, per-pixel specular and bump mapping. Mappers will need to have a good eye for detail as this style of mapping is more "room" based than large terrain based. So a lot of delicate eye candy can go into each room.

Modeling sort of comes under mapping as well, since almost 40% of the map is made from map-models (no curve tools in the editor and no smoothing groups unless a map-model). Modelers are needed to help out with map props (tables, wall decorations... etc)and for weapons and characters.
____________________________________

Texture Artist:
A texture artist that has a interest in the fantasy/mediaval theme is welcomed! So far its me having to make the textures, and there's not much 'art' in them :P
Understanding of creating normal-maps and specular maps will be required. Along with getting to know the shader script langauge (much like Q3).
____________________________________

An evaluation license of the engine has been released along with the SDK and Tools. So anyone wishing to help us out need only download the appropriate files, available at [url]http://www.4drulers.com[/url]

This license will let us develop a demo to our standard of quality before purchasing a proper license that will allow us to let the demo be downloaded by anyone. This is also good as 'mod' projects will often loose members due to various reasons. So this way there's no financial risk.

If you're interested or would like anything clarified, please PM me, reply to this post or goto our forum at[url]http://starwars.web.easynet.be/dungeonrumble/forum[/url].

Thanks

Posted by urgrund on
Forum

I currently have a game project that has just begun devlopment, it's working title is Edge of Valour. The game will (in a nutshell) be a 3rd person team DeathMatch slasher... so, using swords and mediaeval/fantasy weapons.

The proposed technology is AmpII. AmpII's rendering style will allow for some really 'moody' and dark dungoen and castle scenes. The real-time lighting will also be great for visual effects.

What we are needing is a few more members to help produce a demo.
With a completed demo we could submit to a few publishers and see what happens.

So, this will be a hobby project (much like a 'mod') that could have the potential for something bigger.

Here is a draft document, outlining the projects main features, though many things may change once the code has been assessed and game features start to be play-tested.
http://starwars.web.easynet.be/dungeonrumble/files/documents/draft3.doc

And some eye-candy to spark more interest! :P

[img]http://starwars.web.easynet.be/dungeonrumble/files/screenshots/dm01_23…]

[img]http://starwars.web.easynet.be/dungeonrumble/files/screenshots/dm01_22…]

[img]http://starwars.web.easynet.be/dungeonrumble/files/screenshots/dm01_21…]

[img]http://members.optushome.com.au/urgrund/res/Wolf/dm01_19.jpg[/img]

[img]http://starwars.web.easynet.be/dungeonrumble/files/screenshots/axe2.jpg…]

At the moment, we are needing:
____________________________________

Coders:
This engine is very 'mod freindly'. Most of the game is created through external (to the dll's) scripts and config files. A new player, along with animations, weapons and weapon settings (RoF, trajectory, ammo count... etc) can be done through text files. So, the coders job will mainly be through scripting a psuedo C language native to AmpII and of course there will still be standard coding needed. The language is C++
____________________________________

Level Designers/Modelers:
At least 1 more level designer is needed. This engine uses the portal vis system and has real-time lighting, per-pixel specular and bump mapping. Mappers will need to have a good eye for detail as this style of mapping is more "room" based than large terrain based. So a lot of delicate eye candy can go into each room.

Modeling sort of comes under mapping as well, since almost 40% of the map is made from map-models (no curve tools in the editor and no smoothing groups unless a map-model). Modelers are needed to help out with map props (tables, wall decorations... etc)and for weapons and characters.
____________________________________

Texture Artist:
A texture artist that has a interest in the fantasy/mediaval theme is welcomed! So far its me having to make the textures, and there's not much 'art' in them :P
Understanding of creating normal-maps and specular maps will be required. Along with getting to know the shader script langauge (much like Q3).
____________________________________

An evaluation license of the engine has been released along with the SDK and Tools. So anyone wishing to help us out need only download the appropriate files, available at [url]http://www.4drulers.com[/url]

This license will let us develop a demo to our standard of quality before purchasing a proper license that will allow us to let the demo be downloaded by anyone. This is also good as 'mod' projects will often loose members due to various reasons. So this way there's no financial risk.

If you're interested or would like anything clarified, please PM me, reply to this post or goto our forum at[url]http://starwars.web.easynet.be/dungeonrumble/forum[/url].

Thanks