   Battlement - help wanted
Team name:Impending Games (not registered)Project name: BattlementBrief description:Battlement is a real-time tactical rogue-like with a setting that resembles Europe in the early 1500s. It's very easy to pick up-- movement is as simple as pressing an arrow key to the next square. Attack with a melee weapon by moving against your opponent. When weapons of different length are involved (which is most of the time), the player with the shorter weapon will generally have more energy (which is used mainly for movement) and he will have to go around his opponent's weapon to hit him from the side or back. This creates a deep flank, counter-flank, counter-counter-flank dynamic which is quite entertaining.Beyond the combat, there is a great deal of strategy in the multiplayer modes, involving the control of resources, which allow players to respawn as different types of units, which are not necessarily more powerful overall, but they give their team more options. The single player modes are epic adventures that keep the player on the edge of his seat and craving more when it is all over.Read more here: http://www.vsunwing.ca/Forums/showthread.php?tid=4Some works in progress:Target aim:Shareware.Compensation:Profits will be split based on contribution.Technology:Cross-platform, Java, SVN, PNG imagesTalent needed:I would like to see evidence of past experience. The following positions are open:Network programmerAI programmerWeb programmerLevel designerGUI artistEffects artistCharacter artistTeam structure:1 designer/programmer (me)1 graphics programmer1 physics programmer3 artists2 composers1 composer/sound designer1 writerWebsite:Our forum is here: http://www.vsunwing.ca/Forums/index.php. We will not make a website until we have a demo to show.Contacts:If you are interested, please contact me at dathgale@gmail.com and link to examples of your past work.Previous Work by Team:Rising Snowflake - A glorified bowman gameAdditional Info:This project has evolved from a board game I designed several years ago. It was in the prototyping for about a year, during which time I experimented with a variety of game mechanics and came up with something that people will literally sit down for an hour at a time to play and then tell me they genuinely had fun afterwards. Considering how my prototype's graphics were ASCII art, that's something special.Feedback:All feedback is welcome.   