I am recruiting.
Moderator: Moderators
I am recruiting.
I am currently recruiting for a large-scale project. If you would like to apply, you can PM me here.
Wanted skills: animation (BOS), LUA coding expertise, sound design, low-poly art.
Applicants should be ready and able to demonstrate their skill level. Animators, artists and sound designers should have samples or a portfolio ready, but expect to be challenged immediately following your application. I will take people with limited time-budgets, but they must be frank about what they're willing to do, and I am not taking applications for things like game design, balance, or fluff.
If you have these skills, and are interested in participating, send me a PM, I will give you further instructions based on your application.
Wanted skills: animation (BOS), LUA coding expertise, sound design, low-poly art.
Applicants should be ready and able to demonstrate their skill level. Animators, artists and sound designers should have samples or a portfolio ready, but expect to be challenged immediately following your application. I will take people with limited time-budgets, but they must be frank about what they're willing to do, and I am not taking applications for things like game design, balance, or fluff.
If you have these skills, and are interested in participating, send me a PM, I will give you further instructions based on your application.
- SwiftSpear
- Classic Community Lead
- Posts: 7287
- Joined: 12 Aug 2005, 09:29
I'm trying to figure out the least offensive way to put this...
Basically I'm concerned that you really haven't offered anything here/elsewhere that would make a reasonable content developer for spring interested in joining this project...
Unpaid positions are a little more give and a little less take than your standard industry level job.
Basically I'm concerned that you really haven't offered anything here/elsewhere that would make a reasonable content developer for spring interested in joining this project...
Unpaid positions are a little more give and a little less take than your standard industry level job.
- Guessmyname
- Posts: 3301
- Joined: 28 Apr 2005, 21:07
Firstly, I am gratified by the number of positive responses!
For people who are vaguely curious, or wonder why I'm bothering, here's the basics of the game design:
The game is going to be called P.U.R.E. - Purify, Unify, Reclaim, Exterminate. The general theme of the backstory is that Humanity is fighting its intelligent AI creations in the far future.
There will be 19 initial units for the first public alpha- 8 ground, 4 air. I already have 7 done, and should reach 9 tonight, including the Commander. I would like to present the first alpha in two weeks, which will feature the minions of the Overmind.
I am sticking fairly closely to a traditional OTA economy in style, although gameplay will differ sharply.
I will answer other questions when things are a little more complete. I do not want to over-hype things, so that's all I'm saying right now.
For people who are vaguely curious, or wonder why I'm bothering, here's the basics of the game design:
The game is going to be called P.U.R.E. - Purify, Unify, Reclaim, Exterminate. The general theme of the backstory is that Humanity is fighting its intelligent AI creations in the far future.
There will be 19 initial units for the first public alpha- 8 ground, 4 air. I already have 7 done, and should reach 9 tonight, including the Commander. I would like to present the first alpha in two weeks, which will feature the minions of the Overmind.
I am sticking fairly closely to a traditional OTA economy in style, although gameplay will differ sharply.
I will answer other questions when things are a little more complete. I do not want to over-hype things, so that's all I'm saying right now.
- Tim Blokdijk
- Posts: 1242
- Joined: 29 May 2005, 11:18
Wow that reminds me a lot of Dune: The Butlerian Jihad. One of my favorite books. I would definitely like to help you out but for the time being I just can't find the time.Argh wrote: The general theme of the backstory is that Humanity is fighting its intelligent AI creations in the far future.
There will be 19 initial units for the first public alpha- 8 ground, 4 air. I already have 7 done, and should reach 9 tonight, including the Commander. I would like to present the first alpha in two weeks, which will feature the minions of the Overmind.
"Thou shalt not make a machine in the likeness of a human mind"
Um, so how is this different?
Well, I'd say "different in feel, different in purpose, different tools for familiar tasks". If I can get a LUA coder, which I still need (got artists, lack LUA), then I'd like to add three major changes to gameplay (that I don't already have- I'm not giving away everything I'm doing, but let's just say that you can connect the dots fairly easily):
1. I'd like to remove metal mines, and replace them with a form of area control based on scattered "flags" on a map, so that every time you play a map, it's a little bit different.
For that, I need LUA to spawn Units all over the map, based on map size X,Z, and to then assign those Units to Gaia. Been asking for this for months. '44 could also use this code, at least based on my last conversation with Nemo, so I will probably check with them and see if they have something like this already and would be OK with us using it.
For now, so that the alpha works like it should, I have ordinary mexes and MMs, and they look good, and work just fine, so I doubt if anyone will complain. But that's not the ideal.
2. I would like to have mobile factories that actually work right. I think LUA could do this- i.e., you could assign the factory, which is presumably slow, to a Patrol Path, have it make stuff through a LUA button that did not make it stop moving, then contextually assign move / patrol orders based on subsequent mouse / keyboard clicks. Kind've tricky, but I think it's possible, and I have full faith in the engineering skills of the LUA people, if they feel like it's worth doing.
3. I'd like proper air transport behavior code. I've already whined at length about that elsewhere, so I won't myself.
That's all I'm saying about the game design right now- the game design is still wet clay, and those things, which are biggies, aren't possible yet (although the flag thing should be really easy to code). If you've got ideas that don't suck, and ya wanna share, I'm listening, just don't be surprised if I do whatever I feel like anyhow
As for license, Alphas will be (c) Wolfe Games, but I am not very likely to go hunting for copyright violations... so long as my models don't show up anywhere else, or I find people just copy-pasting my animation scripts- that will get stomped on. Creatively adjusting scripts, however, will be cheerfully ignored. I do not want to waste time inspecting mods, in short. Just don't rip the models- it's disrespectful to the artists participating with me, to build a coherent vision here, and if I find you doing it, I will call you on it.
After Alpha, I will release most of the game's animation code and FX code under CC, with exceptions for the models and maybe some other things, but probably just the models. Portions of the LUA code currently being used are GPL'd, including one of the ones I've written to provide some interesting gameplay, and of course they will stay that way.
Whining about this issue is likely to be counterproductive and lead to an adverse reaction on my part, so please... don't whine. Ask nicely, ask often, but don't whine. That's all I have to say about this right now.
Well, I'd say "different in feel, different in purpose, different tools for familiar tasks". If I can get a LUA coder, which I still need (got artists, lack LUA), then I'd like to add three major changes to gameplay (that I don't already have- I'm not giving away everything I'm doing, but let's just say that you can connect the dots fairly easily):
1. I'd like to remove metal mines, and replace them with a form of area control based on scattered "flags" on a map, so that every time you play a map, it's a little bit different.
For that, I need LUA to spawn Units all over the map, based on map size X,Z, and to then assign those Units to Gaia. Been asking for this for months. '44 could also use this code, at least based on my last conversation with Nemo, so I will probably check with them and see if they have something like this already and would be OK with us using it.
For now, so that the alpha works like it should, I have ordinary mexes and MMs, and they look good, and work just fine, so I doubt if anyone will complain. But that's not the ideal.
2. I would like to have mobile factories that actually work right. I think LUA could do this- i.e., you could assign the factory, which is presumably slow, to a Patrol Path, have it make stuff through a LUA button that did not make it stop moving, then contextually assign move / patrol orders based on subsequent mouse / keyboard clicks. Kind've tricky, but I think it's possible, and I have full faith in the engineering skills of the LUA people, if they feel like it's worth doing.
3. I'd like proper air transport behavior code. I've already whined at length about that elsewhere, so I won't myself.
That's all I'm saying about the game design right now- the game design is still wet clay, and those things, which are biggies, aren't possible yet (although the flag thing should be really easy to code). If you've got ideas that don't suck, and ya wanna share, I'm listening, just don't be surprised if I do whatever I feel like anyhow

As for license, Alphas will be (c) Wolfe Games, but I am not very likely to go hunting for copyright violations... so long as my models don't show up anywhere else, or I find people just copy-pasting my animation scripts- that will get stomped on. Creatively adjusting scripts, however, will be cheerfully ignored. I do not want to waste time inspecting mods, in short. Just don't rip the models- it's disrespectful to the artists participating with me, to build a coherent vision here, and if I find you doing it, I will call you on it.
After Alpha, I will release most of the game's animation code and FX code under CC, with exceptions for the models and maybe some other things, but probably just the models. Portions of the LUA code currently being used are GPL'd, including one of the ones I've written to provide some interesting gameplay, and of course they will stay that way.
Whining about this issue is likely to be counterproductive and lead to an adverse reaction on my part, so please... don't whine. Ask nicely, ask often, but don't whine. That's all I have to say about this right now.