   [RRPG]Large project "KOH" can develope into [MMO]
  www.kingdomsofhayr.comHello Game Dev’s . We are looking for talented people who are willing to share their spare time to make a difference in the game industry with a highly motivated team .Our team consists mostly of 2d artists who can deliver concept art and writers . .We had some bad luck in the past finding good programmers and 3d artists but now we have a main model maker and a main programmer who are working hard on the new Genre we want to make , a RRPG (Real Roleplay Game).Name of the project:Kingdoms of Hayr  (www.kingdomsofhayr.com)We have been around a long time but never really got a good start because halfways people left and sending us back to ground zero. We are looking for people who want to get a job done and are not afraid to spend some spare time making it . We are a Non-Commercial group with no Dictatorship like you see in some projects . Everyone has a say with us about the creative content that is put in the game and we are totally open about what we are making .We can not afford it to hand out paid positions ,what we can do is:- Give you a chance to create a portfolio-The models/code you make are yours, apart from being used in the game they are yours but the name of KOH is linked to it . (because it’s made from someone else his description/concept) so if you want to make programs yourself or sell the models using the things you did for us it’s all fine, just mention KOH and the one you got the description from-a Game with a multipurpose world that also span’s out into the art scene of Poser artists and written art.-A totally new concept to work with when it comes to gameplay, never seen before.-A vast world with a lot of styles to play around with and even leave your own creative fingerprint in that world . What are our goals.  To deliver a solid gameplay element that has never been used based on contradicting value’s and no more tree’s and levels that are used, but make way for a dynamic system that bases it’s stats and parameters on choices the player makes out of the game lore . This requires some more explaining but instead of putting it all in here, here is the URL to some concepts  http://zulu.messageboard.nl/14076/viewforum.php?f=2(look at PGQ1 and DSDS1 although this DSDS1 is outdated and is now DSDS1.5 which I am developing into DSDS2 over the next coming weeks/days)If you want the overall concept and history on video.. here is a Vlog telling most about what the game should be like . http://www.kingdomsofhayr.com/razoorblog.phpFeatures:-No more levels but replaces everything you know about RPG’s with a dynamic interlinked system that is based on the world lore and story (instead of having those things separated like every other RPG)-Full immersion in the world , less interface replaced by actions in the game . (instead of stats have a title being given to you in temples etc. to minimize the idea of playing a game and manipulating computer processes)-Vast world-25 god’s with their own skills and combinations with other god’s . -Demi god status . -At least 9 primary races based on old and new concepts within a fantasy world-Unique trade system .-Singleplayer RRPG with the potential to grow in an MMORRPG -NO restraints on creative content, nudity, gore horror anything you like(as long as it isn’t pornography)-Adult settingThere is often talk about an MMO but our main objective first is to make a Singleplayer RRPG, when the concept is good and people like it slight alterations to the game world can be made to make it an MMO, the game systems like DSDS2 and PGQ can and will be applied to singleplayer game en multiplayer since they are fully compatible when it comes to logically playing a game (unlike things seen in Gothic 3 or other games that require it to be singleplayer this system can be used for both)So here is a lot of info to get you started .. we really want to ge this show on the road and in the fast lane so if you are a skilled model maker , mapper, programmer (C++,C#,Lua) we would be honoured to have you in the group . Is you want to ask me some more questions about it please do.pimdamen@hotmail.com (also MSN)Or check out our website and register on the forum at :www.kingdomsofhayr.com (forum contains most info website is going to have a large update son)EDIT: sorry didn;t include the Template so here goes.The template:Team name:The name of your team or company, though be careful to abide by the faq and not mislead anybody into thinking it's a registered company if this is not true. This section is optional.Project name: Kingdoms of Hayr – The Ancient Bloodline .Brief description:A new Genre RRPg with new systems , placed in a vast world Target aim:Freeware, with open content . Compensation:NO paid positions but if this project takes off you will have a nice portfolio, or we could even begin for ourselves after proven that our concepts are succesfullTechnology:Currently in negotiations to co-develop with various engine development teams with www.Esenthel.com in the lead . Talent needed:People who either have skills in the following -3dsMax -Photoshop-C++ and/or C# and/or Lua Team structure:Razoorsharp: gameplay design, Low skill modeller, Writer , Conciever of the KOH WorldUnExpected: Webmaster overall creative inputPeter : 2D Artict Arjen : 2d/3d artist http://www.amollinger.nlJMTheConqueror: Skilled 3dArtist Azriel: Overall creative input, character design high res . GFX: 2d sketch artistMaay: 2d sketch artistPharazgaladh: ComposerDoyleyBoy: C++ ProgrammerAnd more Website:www.kingdomsofhayr.comContacts:pimdamen@hotmail.comPrevious Work by Team:See our forums for some of the content and works . Additional Info:The Story is Set in the human like race the capitol, Megka or better known as City of Hayr . The story is structured to give companions a chance to get to know you and you to interact with them and learn al about them, a similar kind of structure can be found in KOTOR games .You start off in a Temple and a Wizard you do not know stands before you and tells you you were fortunate he found you here laying on the floor only with a pedestal in the room and gravel on the floor. From there on you make the choices. Following the path of ancient myths with the god’s watching ovr your every move you delve deeper into stories long forgotten and manoeuvre through a thick web of intrigue , lies and personal struggles of your companion with themselves and each others .All to discover why terrible events happened to you al and what links you together, the ultimate enemy …… yourself. With new systems that are specially developed to perfectly fit the lore and pantheon of the world every action you take has an effect on the way you play, and how the god’s grant you their powers to accomplish your goals (indeed everything is tailored into detail)No more level systems but dynamic systems that let you feel like you are part of the world with no computer intervention .About the Engine the Engine we uise has the follwing features and comes with a  Tailored TO fit our needs Newest feature Volumatic cloudsWorld Editor1. Key features simplicity speed stability visual effects physics constantly evolving tons of useful functions 2. Detailed features AI pathfinding (2d polygon based) Animation System skeletal keyframed blending events highly compatible (one humanoid animation works on all humanoid skeletons) Camera support of 4 cameras - Fpp, Tpp, Isometric, Custom camera effects - quake, dizzyness automatic frustum calculation for geometry culling Geometry calculating surface area, volume, distance between, multiple transform operations (moving, rotating, scaling, transforming by matrix), basic collision detection, drawing of plane point (2d/3d) edge (2d/3d) triangle (2d/3d) quad (2d/3d) rectangle box oriented box circle sphere capsule tube torus cone pyramid Graphics color rgb, hue, brightness, opacity, inverse, adding, lerping gamma calibration 4:3, 5:4, 16:9, 16:10 or custom screen aspect support shader model 2.0, 3.0 supported vertex buffering for simple graphics drawing (images, gui elements, geometry objects, ...) anisotropic filtering, mip-mapping, synchronization, windowed / fullscreen screenshot taking font drawing with shadows textures supported L8, A8, A8L8, X8R8G8B8, A8R8G8B8, DXT3, DXT5, ... texture lock, unlock, crop, blur, downsample, pixel set, get bump to normal map conversion importing bmp, png, jpg, tga, dds point, directional, cone lights occlusion query support particle system (based on a single shape, or animated skeleton) viewports, rendertargets smooth fading between screens 2d effects - subtitles, ripple, fade using fade texture GUI custom GUI, with support of - button, checkbox, combobox, context menu, desktop, amplitude bar, custom element, image, tabs, text, viewport, list, progress bar, region, slidebar, textline, window, window IO file/dir selection Input keyboard, mouse, joypads detecting key states, key pushes, key releases, key double clicks, and key combos mouse rectangle clipping, driver disabling, hardware pointer IO custom file object class, with support of reading & writing - binary, text, xml files, from memory, file or file inside file wth data encryption detecting file / directory information, file / directory searching, file / directory creating / deleting, operating on all files inside directory data packing to one big PAK file (keeps directories structure, automatically sorts files for faster accessing) drives detection (hdd, cd..) Mathematics math operations - minimum, maximum, average, abs, saturate, sign, trunc, round, ceil, floor, frac, align, sqr, cube, sqrt, cbrt, pow, ln, log2, sin, cos, sincos, tan, ctan, acos, asin, atan, angle, linear interpolation, hermite interpolation, power interpolation, equation solving of 0th, 1st, 2nd and 3rd degree vector (2d, 3d, 4d float & int) operations - add, subtract, multiply, divide, change sign, abs, minimum component, maximum component, minimum index, maximum index, normalize, length, length^2, set length, dot product, cross product, perpendicular, comparing, epsilon comparing, matrix transforming matrix (3x3, 4x3, 4x4) operations - moving, scaling, rotating, multiplying, inversion, from quaternion 512-bit precision integer / float operations - add, sub, mul, div, mod, sqr, sqrt calculator function (calculates given strings for example "sin(2*x) + dot(vec(1,2,3),vec(4,5,6)) + 15*(1+2*pow(x,y))" to int, float or vectors) Mesh vertexes (position, normal, tangent, binormal, tex0, tex1, matrix index, blend weights, size, duplicate index) edges (vertex index, adjacent face, normal, flag, id) triangles (vertex index, adjacent face, adjacent edge, normal, flag, id) quads (vertex index, adjacent face, adjacent edge, normal, flag, id) automatic uv mapping transforming (moving, scaling, matrix transforming), reversing, mirroring correct normal, tangent, binormal calculation vertex welding, edge welding, edge subdividing, face subdividing joining, spliting, duplicating linking vertex->vertex neighbour, vertex->edge, edge->face, rectangle->edge convert triangle to quads, quads to triangles, edges to polygons logical operations on 2d / 3d meshes (or, and, xor, sub..) - BETA add/remove vertex / edge / triangle / quad optimize (remove inline vertexes, faces, vertex cache) binary/text custom format, importing 3ds, ase, obj, wrl, x, xml (igame/3dxi) Memory zero, copy, is copy, list copy, set byte value, comparing, swapping, copy aligned data (8to32, 16to32, 24to32, 32to8, 32to16, 32to24), encrypting, decrypting, allocating, reallocating memory handlers working on any defined structure (list based, block based) cache for storing dynamic loaded data (meshes, materials, textures, animations, skeletons or any custom data) with name sort for faster access times, and ability to load files in local or global path sorting custom structures with custom comparing function Miscellaneous game config file support cpu detection (mmx, 3dnow, sse, sse2, sse3, number of cores) state manager custom randomizing unit creating random ints, floats, probability correct vector directions, points (on surface or inside) sphere, box, capsule, tube, edge, circle, rectangle. log file support clipboard get / set text values detecting system language custom string operations (case up, case down, add, length, compare, path compare, starts with, contains, contains words, replace, get extension, get not extension, get path, get base name, string<->int, string<->binary, string<->hex, string<->real, string<->vector) timer support - frame time, current time, frames per second date & time operations - differences between 2 dates in seconds, seconds from 1 Jan 0 AD 00:00:00 (leap years support included) OS windows minimize, maximize, activate, move, get parent, get focused drag & drop support with custom provided function data de/compression Network downloading file from url address Physics (thanks to PhysX) rigid body collision detection rag dolls character controllers actors - sphere, capsule, box, oriented box, convex, triangle based (static only) joints - fixed, hinge, sphere, prism, breakables calculating actor position, matrix, velocity, angular velocity, energy, mass, damping Shaders flat, normal, parallax, relief bump mapping reflection / environment maps dynamic light maps light blooming glow hdr + eye adaptation motion blur per pixel lighting stencil shadows (soft & hard) shadow mapping (soft & hard) volumetric lighting soft particles fire, water, fur, fog, sky effects gui effects Sound 1d/3d, streamed wav / ogg, from file or memory custom volume groups (sound fx, voice, music, ambient, global) music and ambient systems play random tracks from given theme (set of tracks), with crossfading support Threading process management simplified threading separate threads for game updating, physics calculating, rendering, sound processing[Edited by - razoorsharp on March 20, 2008 6:17:48 AM]
  an Add to my posts above . Because this project may sound scary and over ambitious, but with the right people comming to the team it will be easier than you think. The Toolset of the engine is in the making and will be done very soon so making an RPG becomes more like NWN2 modding , to the ones who know this method know that game making could be done really fast (script + model dragging dropping . )While making the small stuff we lay down the foundation for the gameplay code and models that are going to be in the Ultimate project of KOH-TAB (the ancient bloodline) . (Models are recycled from small project to project ad gradually it will become a large scale RPG merging all program’s together fast and easy) Projects Structure  -KOH-WOTP-KOH-TLL-KOH-…(other concept)-KOH-TABThese are the stories that go together and we want to create eventually . I know if you see a Topic that says But size RPG some do not take it seriously and avoid such projects.. but we intent to make a solid large scale RPG but first have other stuff to showcase what we can do and showcase what it could become .  However we will need model makers and  coders to pull this off . We have had a long start due to the fact that very few people join (and leave very soon after) and have little credibility apart from the fact that we are motivated enough to endure  a long time of ups and downs and are still trying to make the best out of this project, but still lack good people . We just need a good clean start and get the first stages done and from there on creating the full RPG will be pretty easy with the tools we use . World editor with brushes to manipulate terrain, paint it and so on . Drag Drop models in the world . Character editor based on body parts. And much more . This project has been lacking the proper talent from the start and very few joined. Give it a chance and this project could indeed become great, with new concepts make a difference in the games we play today. I know it’s very very ambitious , and is a long term project that would require a fair amount of work . But when the start has been made… and we have a basic set of models and code and have something on screen.. I guarantee that it will take off pretty fast after that . It’s just the good started that we lacked from the beginning . (we get support by an outside Engine developer who tailors the engine and it's tools to our needs making it more like modding than having to program from 0 up.. we will need basic functions but they only need to be made once, the rest can rely on scripts)www.Esenthel.com for the engine creators