   building a team for hobbyist c++/openGL experimental game
  Project Name:  CUBADescription:  Minimalist strategy influenced by Tron, Darwinia, Valence, Netstorm and Conway's Game of Life.  I've been kicking this idea around for a year or so trying to do everything at once, but am starting afresh following a more structured approach.    Gameplay revolves around players forming temporary alliances to pool resources.  Target Aim:  Freeware or Donationware.Compensation:  gratitude, otherwise none.  Of course anything gained along the way would be shared.Technology:  C++ (codeblocks), STL,  OpenGL, OpenGLUT, OpenAL, ALUT.  Possibly SDL for the network.Possibly Pivotal Tracker and Bugzilla for project management, but open to suggestions here.  Target system is cross platform - would like to stick to open source, cross-platform tools.  Not considering a mobile version.Talent needed:  C++ programmers with a basic understanding of pathfinding, scene culling, OpenGL and network programming or if not, sufficient moxy to compensate. I can only commit nights and weekends to working on this, and  assume most others are in the same boat.Team structure:  Myself - programming, design, admin.Looking for a handful of others to program and refine the design.Graphics are simple/minimal and generated from code (the world is made out of cubes).Contact:  if interested please email me at pingwah_leronz at hotmail.comFeedback:  please email me for more info about the game itself.  I can give screenshots and a description of gameplay.  Please reply here for anything else.Anything else:As I said, the gameworld is made of cubes.  Some of these cubes emit energy, which players - also cubes - may gather around. Everything costs energy, and connected cubes share energy pools.  Player cubes can build things (out of cubes) in the world by extending circuit-like  paths (think Netstorm style bridges), which end in a functional point, where they can do things like emit shields, build cube walls, steal energy, destroy cubes and create portals.  Players can only maintain a few paths at once, so players have to work together to build things to support eachother.  I have the project broken down into a few stages, and I'm starting it again from scratch, so early work is aimed at creating the global cube engine and collision events, basic graphics and getting the path-building system done.  Again, please email me for more detail.thanks for reading :)   
  Just wanted to say that this sounds like a great project. Good luck with it :)   ;  thanks.It's definitely got promise, just the whole thing really is too large for one person to do alone (if he wants to get it released anytime this decade)I'll post some screenshots of the early version tonight.   ;  Hey am interested, especially am rebrushing my game programming skills recently and could use a project. Additionally your commitment schedule suites me well.I am proficient in C++, started playing with OpenGL, and have some actual game programming experience in the Actionscript/Flash world commercially.Please send me a PM with contact info if there's interest.   ;  Screenshots as promised.If the thought of creating a game's graphics entirely from GLUT primitives offends your sensibilities - you're advised to look away now.  For those of you still reading - behold: I really don't want the graphics to get much more advanced than this.  Maybe some blur effects and sphere mapped textures but not much else.  Anyway, welcome to cuba.   ;  I am simply in love with the graphic concept.   ;Quote:Original post by arithmaI am simply in love with the graphic concept.haha. Fantastic.A few others have responded too so I think (hope) we've got our team.I'm writing up a guide which outlines the gameplay, coding approach etc, which you should all get a copy of sometime over the next few days.;  y'all have mail.   ;  Nice job, love the graphics so far.Good luck on your project.   