   Texture Artist Needed for Established RTS Demo Team
Before reading on:This project is designed to be a portfolio booster.  Unlike typical projects, every asset for this game will be released for free to be used by both commercial and freeware teams for accreditation--thereby helping others as well as ourselves.  This means that any project that uses this art/code/music/etc. can be placed on your resume.  The RTS market, in the indie world, is blooming.  More and more games will be in need of RTS models, code snippets, and music.  So before you get turned-off about working for free and giving away everything you make, understand the benefits of doing this as well.Power-Spud Needs Texture ArtistAbout UsTeam name:Power-Spud ProductionsProject name: Genesis: Rise of the Dark LordTeam structure:(Below each name is a small sample of past artwork)Me, Evan: Designer, 3d ArtistScott Hsu-Storaker: 2d Texturist/Unwrapper, 3d Artist, Web hosting provider (Founder of Low Poly Coop)Nathan Madsen: Musician, Sound EffectsPortfolio WebsiteTreb Connell: Programmer, ScripterMark "Malabux": Animator, ExporterThe ProjectBrief description:(Genesis: RDL founded in early March)-What are we doing here? Simply put, having fun. It's a fun project to work on, and there's really no pressure. Do things when you have the time, and don't worry about anything else. It's taken us this far, and has expanded the team from 1 to 5 people. L'est we forget, we're LEARNING. Game development isn't easy, and we're all beginners at it. People often try to throw this charade over your head: 'we r superr ubah!!1'.  We won't try that. We're NOOBS.  We don't have 8 AAA titles under our belts, but we're professional, adaptive, and hard-working. And last but certainly not least, we’re here to help others. After all of this hard work, the game will be released for free, giving every single asset to the public for use on their own projects.-Where are we going? At the moment, we're aiming for a tiny, basic, first release. Some people would see it as a prototype, but I like to see it as a demo. From there on, who knows? We may stick together, heading onto another project or continuing this'n. We may just break apart as a team and go on our separate ways.  Let’s get there first.-The Idea: Genesis is the classic good VS evil story.  RTS battles are fought on three levels: Heaven, Hell, and Earth (Nearly Finished).  Good collects resources through prayer, which is "harvested" by men slowly over time.  Evil's resource is blood, in other words kills of opponent’s units, and evil minions are significantly cheaper and weaker.  Evil wins in numbers and attacks frequently.  Good tries to defend its base until an army is constructed, and finish off evil in one attack.  This ensures that both teams play differently.Buildings are not constructed by the townsmen, but instead placed at their location at the time of level design.  This may change in future releases, but is the easiest thing to do at the moment.  All of the units and buildings for this release have already been designed, and most of which have been modeled.Target aim:This is a free game to download; it comes with all assets and script changes as well, to be used with any other project in return for recognition and notification.  Your assets will be released to the public--for free--via the Creative Commons Licence.Technology:We will be developing for a release on PC’s using the Torque Game Engine.Media:Earth Level (Codenamed Oasis--Originally a Good encampment.  Evil has destroyed everything in its path, and aims to takeover the last Gateway to Heaven on Earth.  The map is sharply divided, visually, between good and evil.):Animated Swordsman SamplesMoney Money Money Money Money!!!Compensation:No money can be offered because no money is generated.  Nevertheless, you'll be repaid by countless other teams through accreditation in their own projects-which looks very nice on a resume.Where YOU Come InTalent needed:-Texturist: Needs to be able to both unwrap and texture low-polygon models at 256x256.  Please provide a sample of your talent when applying.Miscellaneous InformationWebsite:Low Poly Coop Forums(Largely unused; see additional info)Contact Information:E-mail: nibbuls at gmail.comMSN: nibbuler at gmail.comYou can always contact me in this thread, as well.Additional Info:The mission entitled Oasis has been nearly completed and awaits only a few assets and final touches.  A functional, radial GUI is in place.  Development is conducted primarily through MSNm—the rest in emails.Notes:All feedback is appreciated.[Edited by - nibbuler on September 24, 2006 9:51:07 PM]
  Love the post, you certainly got my attention, and I'd have to say this makes a great example of working with the template and managing to make yourself stand out a bit.Sounds like a great project too, and it looks like you've already got a couple of skilled people.  Good luck with it. [smile]   ;  Many, many thanks Kazgoroth!  I was searching for my thread and figured it had already been lost in the bottomless pit that begins on page 2-- I was relieved to see it as a sticky.I should have an update for everyone by tomorrow with the Gates of Heaven model--textured and in-game.[Edited by - nibbuler on June 11, 2006 3:46:36 AM];  Sorry for the late update--the Gates of Heaven model took longer than I had anticipated for texturing.I'm pretty satisfied with the results.  Marble pillars with gold inlay, gold and sapphire jewels everywhere, and a marble cross atop it all.  You'll see a small seam down the middle, which is the unfortunate result of using symmetry when exporting.  It is a very simple issue to fix, but I wanted to get this post in before 12AM EST.It stands at 186 Triangles with a 256x256 color map.(Designed by Kwakkie, modeled and textured by myself, with critiques from contributors at Low Poly Coop)I also edited my first post to include a small description of Oasis by the Media section.Now the fun begins: The Gates of Hell.  I'm allotting myself a day for design and 2 days for modeling and texturing.[Edited by - nibbuler on June 12, 2006 3:34:43 AM];  Sounds intersting. I have a valid Torque Game Engine license. I'll be glad to lend a little bit of a hand.Quote:Resource Gathering (The Resources have been implemented, the ability needs to be given to the creatures to gather it)Camera Modifications (To give it an isometric view)GUI Streamlining (Already designed, just needs implementation)Working CollisionMinor modifications to game play (Modding stats and such)Resource Gathering (The Resources have been implemented, the ability needs to be given to the creatures to gather it)Camera Modifications (To give it an isometric view) -- Does the RTS starter kit not already do this? (Just added this comment)GUI Streamlining (Already designed, just needs implementation)Working Collision -- I'm sure the engine already has working collision....Minor modifications to game play (Modding stats and such)   ;  You'd be surprised--there's no working collision in the RTS Starter Kit.  I'm not sure if that's a result of removing the original player scripts or if there's an actual engine change between the TGE and the RTS Starter Kit.  We're exporting all of our objects with bounding boxes so the feature can be added in easily, later.There's no isometric capability with the standard RTS camera.  The camera looks straight on instead of at an angle.  I'm sure there's a quick and easy hack to get it to work, but I'll leave that to the programmer.I'll send you an email with some details about what to start on and attach some development files.  Thanks for offering to pitch in!In other news: Here's a shot of... well, what happens when your water level is too high so you have to raise the ground to place the pit in. :}This is without the smoke and fire particles that will be billowing out of this thing; particle editor's on the fritz.Sorry about the second render. It's visible on an LCD. Kinda.(Critiqued by the members at Low Poly Coop)69 Triangles2*128x128 Color MapsA halo was added to the cross on the Gates of Heaven.We found a musician.  Welcome aboard, Jervin!  And thank you, Richard, for volunteering your time![Edited by - nibbuler on June 15, 2006 3:54:42 AM];  No response from either of 'em.  Great.Nevertheless, we plow ahead.  Development's slowed a bit ever since I got the 360 :}, but we'll finish.Here's the fire emitter.  The smoke looked terrible with it, so the smoke emitter was removed.  This fire emitter actually looks quite cool in-game-- the particles rotate so quickly that it appears as if it's real fire.Here's a second pass at the church.  Unwrapped, but awaiting textures.(The wierd blocks sticking out of the belltower--and yes, there is a bell in there, but it can't be seen in this picture--are sills for the holes that will be faked via alpha-maps.  The sills in the largest section of the building will  be the bottom of the tall, stained glass windows.)159 TrisAfter the church is put in-game, we're off to remodel and texture the altar of sacrafice, and then 3 units have to be textured and animated--Demo time is upon us.;  Hey nibbuler,Looks like a nice project I love the post. I was wondering how much time you require of Programmer/Scripters? I would love to help out as a programmer or scripter.I had a simple TGE game (mod as it was purely scripted). It just had some basic AI enemies and that was about it. However it seems to have disappeared off the face of the earth. I hope I can find it to show you.Thanks   ;  Great news!  I heard back from the musician.  2 musicians.  And a 3d/2d/animator artist.  And a programmer.I'm beginning to think that having the sticky is a disadvantage.  A big thanks to everyone for showing so much support for the project!BoReDoM_Inc, everything you contribute is extremely useful and appreciated.  Just tell me if you don't think you can handle something.Quote:Collision must be added, and the camera must be rotated. The GUI has already been designed, but needs to be implemented, as well as adding resources.As you can see, not much is needed.  Everything beyond that is "fluff".  I'll send you an email immediately.Sorry about the lack of delays everyone-- the internet bill was left unpaid and I was cut off.  Updates will come soon as I organize the flood of potential team-member applicants.   ;  Hey nibbuler,You said you were going to contact me (I think), however I haven't recieved a PM or anything yet. As far as I know my e-mail address isn't actually on the site anywhere. My e-mail is boredom[dot]inc[ at ]gmail[dot]com if you are still looking for programmer or scripter.I've been reading "Advanced 3D Programming All in One" in order to refresh my TorqueScript memory.Thanks,Ben