   FPS/RPG seeking primarily coder(s), secondarily concept artist(s)
Team name: Doomed Inc. Games (not a registered company, though that'd be the name I'd choose)Project name: StaticBrief description: Planned first/third-person FPS with underlying RPG elements, a la Deus Ex and System Shock.  Player assumes the role of Aya Prostoll, our protagonist, on mercenary-style missions that span a circular story arc.  For existing references, think Deus Ex as attempted by Aeon Flux on a mercenary system similar to Mechwarrior or Armored Core games.  Pay is necessary and desired, as there are plenty of money sinks and player enhancements/weapons to buy.  Emphasis on multi-path and multi-playstyle design for both replay value and fitting scenarios for all in-game player skill sets (again, part of that RPG element).  Setting is your typical ambiguous future date on an earth-like planet with two contrasting levels of civilization: the haves and the have-nots.  Though not to be too cliche, the dichotomy comes from a planet-wide corporate labor layoff, and your destitute populous is still functioning, albeit anarchically.Target aim: Demo status to pitch to publishers, at which point team members will be offered work-for-hire status with equal-split royalty options provided we actually get funding.  If no publishers or investors express interest at that point, we can  pursue lesser levels of payed distribution or keep on with our existing work pace and release it free to the mod community as a HL2 total conversion.Compensation: No capability to pay without funding, although the work output commensurate with 8 hour workdays on salary definitely won't be expected unless the team lands a publishing contract.Technology: Demo using the Unreal 2 engine (either a mod to the UT2k4 base or to Unreal2), but I would like to discuss with those a bit more code-savvy the pros and cons of several engines (edit: have talked with several people on this, look like it would be easiest to start with an Unreal2 mod as its highly portable to Unreal3 if we get financial backing.)  Target platform will be PCs averaging somewhere between current hardware and any nextgen specs that will be available in 2 years time, for high-end engine and graphics leverage.Talent needed: Primary need: coding.  C++ skills a must, unrealscript knowledge a plus (never too late to learn).  I've got all art resources covered personally for the time being, but will definitely add the following to the team once I've consulted with my (as yet unfilled) code guy(s) as to project feasibility and other needed resources.Secondary needs: concept artist, 3d modeller/animator, 2d texture artist, level designer, sound.  I could definitely use another skilled concept artist/writer to help me flesh out the elements of the world I've yet to really look at, to get some fresh input, etc.Team structure: Just me (Brandon) right now.  The game world/storyline is kind of a pet project I spent a couple years developing as a concept; intertwining characters, creating engaging story elements, etc.  I've dabbled in a bit of every side of the development process to gain perspective, from modelling and animation to studying rudimentary coding concepts, to sound creation and level design/mapping.  My initial and longest experience though is in concepting.  Worked in-house for Jaleco inc's QA department as well, so I'm familiar with the professional dev cycle and its processes.Website: Only thing I've created is a members-only dev team site.  I have an initial design doc ready for anyone interested though, complete with character concept workContacts: morkai[at]doomed-inc[dot]com, also on aim: culliswolf, and icq: 159264864.  Interested folks feel free to use any of those means. (Note for artists: I'd like to see an example of your work in close proximity to your application so you don't wait long for a yes/no)Additional Info: I do apologize for the skeletal nature of specific game-world information, but I'm a little concerned with IP as I do have plans of taking this to publishers at the demo stage.  Though, of course, anyone who comes on board will have full access to peruse docs and artwork as all IP rights are owned by the dev team as a whole.Feedback: encouraging/those expressing interest.  Although I don't think I've posted anything truly flame-worthy.  Wait, scratch that, it's the internet :)[Edited by - Morkai1 on December 5, 2005 7:45:31 AM]
  *bump*I've posted to moddb's forums as well for coders, but I've never had much good come from them.  Hoping all the decent code guys looking for a side project aren't taken already.   ;  I volunteer to take the role of concept designer. I do have a few interesting ideas waiting to be plugged into a project; this would be the first real game I've worked on. I'll give some samples of my work upon request -- PM me if you'd like my help.   ;  Thanks for the replies, those of you I've heard from.  I've edited the post after getting some outside input on the engine choice, and have decided to go with Unreal2/UT2k4 for the demo.  Unrealscript is highly scalable between current and next-gen engines, so that will add to the selling factor for publishers (less dev time).   ;  I've sent my newest collection of thoughts. Maybe they should be presented here, if you actually approve of them.   