Ehm - did you hear what you just were saying / suggested with that? There's no point presenting the actual gameplay because what really matters to you is the new presentation / additional online playing features like tournaments? I thought you still were looking for people helping you develop the game rather than just developing the lobby and other stuff around it. Seriously - you look for help for your game but see "no point" in actually describing the game? I hope that just turned out different from what you intended to say...Licho wrote:RTS game itself is not the innovative part of the project.
Innovative part is the integration/online persistency.
Thats why there is no point presenting RTS game design, which will be based on CA-1faction.
Well I guess you're a bit too much into CA here. You actually didn't say a word of Zero-K being the 1-faction-fork. You just told that the idea for this project was born as CA-fork. Now you're looking for new people to help so you really should tell a bit more here because it isn't obvious to everyone (as not everyone knows CA and all of its forks there may be) that this now means that it's all about the 1-faction-fork. Even I who knew about that fork initially thought you started a new game design by using the CA art as placeholders (or even as final models if they fit) and now want to make this a real project rather than keeping this as brainstorming fork...Licho wrote:That "core" game is CA-1faction, mutator going on for last year as stated in opening post.
Well I only see design stuff about CA but nothing about Zero-K. Again it might be clear to you what should be in Zero-K and what not but you are looking for new helpers here and they might want to know what game they are asked to work on. Asking them to help on Zero-K, then giving the CA design as reference which at the same time isn't really what Zero-K exactly will be about (because then it would be two-faction-CA and not 1-faction-Zero-K) is strange at best...Licho wrote:Only basic rules for game design are set, you can read them in numerous documents about balancing, visualising stuff etc. But don't expect exact list of units.
That's why I said you really were unprecise with your opening post. You didn't make clear at all that this is about CA or to be more specific a 1-faction-fork of it. I also think it wasn't the smartest idea to just write a textwall of what I'd call "marketing gibberish". No offense intended here but you have to admit that some things you wrote are close to being stupid. I mean you actually wrote that your focus is about "gameplay" (you even put that in bold). I mean wow: a game that's about gameplay. The next thing you should tell people is that the game should be fun and ... oh I guess you did that. To be true though you didn't exactly say that but add in that even the creation should be a fun task which makes it a bit more interesting although you unfortunately give no single clue as to why even the creation should be so much fun. Well I guess working with you really has to be outstandingly fun...

Hmm ok - that last thing might have a too aggressive tone so I'm sorry if I insulted you with that - I just wanted make clear how hollow some of your phrases are. What I'm actually trying to point out is that I know you're a smart guy and are very skilled at what you do. You definitely can do better than writing such a vague textwall with cheap marketing phrases like that the game will totally have fun gameplay, cool online features and even might earn you some money. Especially when you don't give any solid base like the actual game design which you said describing has "no point". I mean those additional features sound cool but if your game sucks you can trash all those tournament features and so on. Maybe the game design you desired is clear to you as you're into CA and especially into your fork of it but for anyone else it simply isn't and you really did a bad job at describing the actual project and just gave what I called "vague marketing gibberish"...