I am recruiting.

I am recruiting.

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

I am recruiting.

Post by Argh »

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.
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SwiftSpear
Classic Community Lead
Posts: 7287
Joined: 12 Aug 2005, 09:29

Post by SwiftSpear »

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.
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6241
Joined: 29 Apr 2005, 01:14

Post by FLOZi »

Anyone with a decent amount of skill in this community already has a heap of stuff to do, quite often for several different mods; as you are all too aware.
Saktoth
Zero-K Developer
Posts: 2665
Joined: 28 Nov 2006, 13:22

Post by Saktoth »

Start the project Argh. Other people will jump in if they think the idea looks good.

Its an organic process and if you dont market it well or they dont like the idea, nobody will join the project, but its probably the best way to get people on board...
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Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

Argh, your chances are very slim of getting someone to work with you. Everyone else is tied up with their own stuff, even me, and I am far too lazy >___>
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Peet
Malcontent
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Joined: 27 Feb 2006, 22:04

Post by Peet »

Aaaaand some of us already know how well one can work with you in a team... :P
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Agon
Posts: 527
Joined: 16 May 2007, 18:33

Post by Agon »

Peet wrote:Aaaaand some of us already know how well one can work with you in a team... :P
What do you mean?

The best at all is, could some one tell me what the project is about?
To keep it clear: I have my own project.
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Guessmyname
Posts: 3301
Joined: 28 Apr 2005, 21:07

Post by Guessmyname »

I can help with modelling and not much else (beyond making basic scripts and fiddling with fbis and tdfs)
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

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.
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Tim Blokdijk
Posts: 1242
Joined: 29 May 2005, 11:18

Post by Tim Blokdijk »

A well, I'm not committing myself to anything but if you need any change or integration with the Spring site I'm quite willing to look at it.
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

No commitment is necessary. We'll cross that bridge when I have something better than vaporware to show :-)
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Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

Heh, good luck.

It should be interesting. I WOULD join, if I got more than 2 hours of free time a day so I could balance my mod and yours. Football + High School AND Homework really don't make me very happy.

Except for the football part, that is fun now that we have pads :twisted:
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OOmiz
Posts: 46
Joined: 06 Sep 2006, 12:47

Post by OOmiz »

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.
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.

"Thou shalt not make a machine in the likeness of a human mind"
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Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Post by Pxtl »

So wait, it's a typical Teminator 2 / Matrix/ Butlerian Jihad / Hyperion "Man Vs. Machines" story. Okay. And it's going to follow OTA econ. Okay. But it will be different. Different how? And will you be CC'ing/GPL-ing all the content?
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Tired
Posts: 302
Joined: 14 Nov 2005, 07:19

Post by Tired »

Noraus has a mod with Humans versus Core. The Human units are produced in Whore Houses and include such fine standbys as Drunken Hillbillies, Bandits and Sheriffs. Perhaps you two ought to collaborate. 0o

p.s. Butlerian Jihad sucked. They mutated a perfectly good midget.
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

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.
Gnomre
Imperial Winter Developer
Posts: 1754
Joined: 06 Feb 2005, 13:42

Post by Gnomre »

Those ideas are great! Numbers one and three in particular. I'm glad we have such a creative mind around here thinking up brand new gameplay ideas entirely on his own without any outside help or influence.
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

I did not claim that either was original, merely that I'd like to put them into the game design :-)
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zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Post by zwzsg »

I've solved 2 and 3 since ages ago.

And Gnome, you're too subtle, most people won't get it.
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KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

Random flags is a balancing nightmare, as a fallback it might work but you're better off making maps with designated flag spots.
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