Cute WW2 tanky - Now with extra McFancy open mod positions! - Page 4

Cute WW2 tanky - Now with extra McFancy open mod positions!

Share and discuss visual creations and creation practices like texturing, modelling and musing on the meaning of life.

Moderators: MR.D, Moderators

BaNa
Posts: 1562
Joined: 09 Sep 2007, 21:05

Re: Cute WW2 tanky

Post by BaNa »

This project sounds like win, the concept is of such power that I hope you dont give up... (tbh even if you do, we should do this with KP or something).

Maybe there should be a thread for the mod concept in the mod forams?
SPRKH
Posts: 38
Joined: 12 Mar 2009, 00:13

Re: Cute WW2 tanky

Post by SPRKH »

Alright then, currently looking for

Programmer
Must be proficient with the engine. Tasks include importing assets into the engine, scripting behaviours and providing information and suggestions on technical matters (file formats, engine limitations and the like).

Story writer
Tasks include writing down the main story/premise and dialogue. Mastery of the English language is required, as the game will most definitely feature a gratuitous amount of fancy words.

Concept artist
Must be able to make original orthographic drawings of units and structures, following certain guidelines and while keeping the engine's limitations in mind.

Must be a team-player and all the usual yatta-yatta. Sample work is required. Bonus points if you happen to be an attractive lady.

It's currently 3 in the morning, so the choice of words might be off. GO.
User avatar
MidKnight
Posts: 2652
Joined: 10 Sep 2008, 03:11

Re: Cute WW2 tanky - Now with extra McFancy open mod positions!

Post by MidKnight »

It's probably a good idea to keep separate positions for lua programmers and engine programmers, for a variety of reasons. :wink:

Also, I'm applying for "story writer"
User avatar
SwiftSpear
Classic Community Lead
Posts: 7287
Joined: 12 Aug 2005, 09:29

Re: Cute WW2 tanky - Now with extra McFancy open mod positions!

Post by SwiftSpear »

Hmm, in terms of an engine programmer... have you done any looking into specific projects you want to attack towards the goal of getting the engine running on simpler systems?
SPRKH
Posts: 38
Joined: 12 Mar 2009, 00:13

Re: Cute WW2 tanky - Now with extra McFancy open mod positions!

Post by SPRKH »

Not quite sure what you mean.
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: Cute WW2 tanky - Now with extra McFancy open mod positions!

Post by Argh »

Programmer
Must be proficient with the engine. Tasks include importing assets into the engine, scripting behaviours and providing information and suggestions on technical matters (file formats, engine limitations and the like).
There aren't very many of the people you're hoping for, in that category, and while I can totally understand your reluctance to join an ongoing show or take direction from somebody else, your alternative is to learn how to do everything, and that's a fairly steep learning curve.

Maybe you should talk to KDR_11K about partnering, if none of the projects currently in a late stage of development don't look attractive to you. He desperately needs somebody to make some great content for his game designs, and he has the rest of the mojo required to make a complete project. Moreover, he's also interested in games with a very tight scope, so you guys might really find it to be a good idea to team up. Just a thought.

Probably beats making several models and hoping that some coder decides to work for you- usually it's the reverse, and that's just how it goes unless you're willing to wear all of the hats around here.
SPRKH
Posts: 38
Joined: 12 Mar 2009, 00:13

Re: Cute WW2 tanky - Now with extra McFancy open mod positions!

Post by SPRKH »

I think that just about shows how much I know about the engine. I'll just sit on it for a short while and see how things pan out.
User avatar
SwiftSpear
Classic Community Lead
Posts: 7287
Joined: 12 Aug 2005, 09:29

Re: Cute WW2 tanky - Now with extra McFancy open mod positions!

Post by SwiftSpear »

Mmm, I made the comment because very few game projects have any interface with the engine guts at all. Game code is generally done in lua, because lua is engine safe, it won't effect anyone else's game if your widget/gadget/whatever isn't loaded. Lua was also directly designed for implementing game assets.

I was guessing that you had identified some worst offenders in the engine code, perhaps rendering or pathing AI or something, that you needed an engine coder to fix for performance reasons. Lua can be taxing to performance...

In the end, I would think you would still do the majority of your game code in LUA... But I was just wondering why you thought you needed an engine coder in contrast to having a Lua coder. I suppose not realizing there was a split in the community is a good reason :P
SPRKH
Posts: 38
Joined: 12 Mar 2009, 00:13

Re: Cute WW2 tanky - Now with extra McFancy open mod positions!

Post by SPRKH »

Right, so the engine really is just that, a bare framework, then? Additional "features" are implemented with LUA scripts?
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: Cute WW2 tanky - Now with extra McFancy open mod positions!

Post by Argh »

Sort of. It's a lot more messy than that, tbh. Let's put it this way: you can't make a game with this engine if you don't have somebody who knows how to code, preferably somebody who knows both BOS and Lua, our two primary languages.

You really need to spend some time reading this section of the Wiki:

http://spring.clan-sy.com/wiki/Mod_and_ ... evelopment
User avatar
Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Re: Cute WW2 tanky - Now with extra McFancy open mod positions!

Post by Pxtl »

SPRKH wrote:Right, so the engine really is just that, a bare framework, then? Additional "features" are implemented with LUA scripts?
To elaborate: it's Total Annihilation. Almost everything you could do in TA, you do in Spring, using the old TA-style approaches (which are models, fbi/tdf text-files and COB scripting for animation and behavior).

Then, to do anything that's not TA, you use Lua.
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Cute WW2 tanky - Now with extra McFancy open mod positions!

Post by smoth »

Wow, so you ripped that model off from poly count.

http://boards.polycount.net/showthread.php?p=909696

I have deep hatred for you now.
Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Re: Cute WW2 tanky - Now with extra McFancy open mod positions!

Post by Warlord Zsinj »

They could be the same person though, smoth.
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Cute WW2 tanky - Now with extra McFancy open mod positions!

Post by smoth »

Eh, I am being told it is a guy from amsterdam so I guess it is all good.

I was trying to find more of his work and saw another guy posted it long ago.
SPRKH
Posts: 38
Joined: 12 Mar 2009, 00:13

Re: Cute WW2 tanky - Now with extra McFancy open mod positions!

Post by SPRKH »

Digging for dirt. :o
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Cute WW2 tanky - Now with extra McFancy open mod positions!

Post by smoth »

No I wanted to see more of your work. Since that was all you posted and you were giving advice on uv mapping i wanted to see what else you have done.
Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Re: Cute WW2 tanky - Now with extra McFancy open mod positions!

Post by Warlord Zsinj »

Thanks for the link anyway smoth, there's some great stuff in that thread.
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: Cute WW2 tanky - Now with extra McFancy open mod positions!

Post by Argh »

Um, no offense guys, but instead of accusing somebody of ripping other artists off, you could have just asked to see his portfolio ;)
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Cute WW2 tanky - Now with extra McFancy open mod positions!

Post by smoth »

Argh, he wasn't offended and it wasn't your place to correct me. Maybe you should stay out of it?
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: Cute WW2 tanky - Now with extra McFancy open mod positions!

Post by Argh »

Meh, I just think that next time... eh... there are more tactful ways... to ask people if they're serious.

Looking over this guy's stuff on Polycount, it appears that he's very enamored of ultra-low spec, he's a very good pixel painter, and he hasn't posted much finished work. Wish I'd met you before I had to teach myself some of that the hard way, SPRKH, I had "fun" learning some of the niceties of ultra-low spec for World Builder stuff, and it would have been nice to have somebody to ask questions.

I think that asking him to show a portfolio that demonstrates that he can get stuff done at a decent pace- two to three finished meshes / paints a week, iow- is perfectly fair.
Post Reply

Return to “Art & Modelling”