   Looking to Form Team - No Pay
  Looking to Form Team - No PayI have a design document and a game-engine both in mid-development.  To bring this project to a respectable end, I need help with sound, 2D+3D art, web skills, a programmer with A.I. solutions, and a half dozen more skills I haven’t thought about yet.  I would be committing 20 hours a week to the project and would want partners who can afford to do the same.  A working game would, at that rate and with a half dozen or so members, be well within a year away.  Passing certain milestones could bring financing and paid positions.I would like partners willing to aim for the greatest possible success and wealth and fame, but ready to laugh if we fall far short. Oh yeah... what kind of game?  Take a combat flight simulator and a real time strategy game then grind them together with a bit of role playing and submerge.  The engine expects DirectX9 or better and makes full use of shader programming to move graphical computations to the GPU.  We should be able to present procedurally generated terrain in very adaptive detail and include volumetric shadowing and fog effects.  Most especially, high dynamic range light rendering will bring our game environment alive.  My ideas for the player interface are unique, and could give a very engaging feel to the game.The closest competitor out there I know of is Aquanox, and it sucks hugely.If you’d like to know more and might be interested in being a part of this team, write me at froggyhollows.  I would be happy to share portions of the design document and answer most questions about the work complete so far if you just tell me a little bit about yourself and what you might be able to contribute.  The team can grow from there.Write me, Rob, at froggyhollows@yahoo.com.Also, if you’re in the London Canada area and just want to network with local game developers, write me at the same address.  I’ve been trying to get a not project centered group together who can meet occasionally and drink and smoke and encourage.Good on yah. 
  Um, you took too long to tell us what your project was. And why will it need DX9+? That will give you a REALLY small player base. ;  “Y’all put on a scarf now, you’re libel to get a cold in the neck!”  Something said to my girlfriend and I at a bus-station in New Jersey, and it’s still the best advice coming out-of that state.I’m sorry about having taken so long to describe my game.  It only takes me about eight seconds to get to that part, but I forget not everyone has been reading as long as I have.  I think what sort of team I hope to build is more important than what game we write.  As for my very small player base, it’s not a worry.  This game, even as a group effort, is perhaps a year away.  If commercialized there will undoubtedly be months of revisions to suit the publisher’s desires.  In two years, 64% of hour-or-more-a-day, PC Gamers will have DX9 or better compliant graphics cards.  The equivalent to my Radeon 9800 will sell for 129 bucks.  DX9 permits use of sizable vertex and pixel shader programs.  It offers a floating point array render targets, meaning the range of lighting in the game world is not limited to 256 levels.  It don’t just speed up effects like volumetric shadowing and texture layering, but allows rendering techniques such as per-pixel lighting and procedural textures.  You can model the behavior of a particle system entirely on the GPU.  The core engine architecture and the media formats must be quite different to make the most of these tools.  The DirectX team have changed direction with many of the D3D objects, optimizing for the programmable pipeline, phasing out the fixed.  When a challenge seems great, one is tempted to move around it, to come at it sideways.  Better to charge straight in.  While you search for advantages you are unprepared for victory.One advantage of a garage game development team is that we can afford to target a smaller player base.  If we employ corporate marketing think in our design decisions, call ourselves CEO and if we ever utter the words ‘player base’, we will give up all hope of doing something better than they, with sweatshop working conditions and tax evasions,  are already doing.  Of course it is easier to navigate in a bigger ship’s wake.  Each to his own dude.Um, I guess I’ve taken too long to tell you this, but I’ve thought this through and it’s not a REALLY big player base I’m after.  Attention from the industry would be more my goal.  Making people’s jaw drop.. That kind of thing.  It will look like an Andrew Wyeth painting, say Weatherside, but darker and with killer submarines. For quick readers who agree, or have substantive comments, or might like to learn more about this project, write me, Rob, at froggyhollows@yahoo.com.