   Multi-Player Turn-Based Strategy Game needs bug fixer
Private Developers:A group of friends who have all devoted a lot of time and money to this project.Dragonwars:This is a working title for the project.Brief description:This game is highly playable and nearly complete. A brief history; Many years ago, one of the most famous strategy games (highly addictive) for the Amiga was 'Total Chaos.' This game developed a cult following, indeed some people still play it. Fans of this game included Andrew and Paul Gower, who went on to develop popular MMORPG Runescape. They revamped the game Total Chaos in java format for their own developing games website, with new units and a space/sci-fi theme. There it was quite popular, attracting a couple of thousands players a day (myself included.) Ultimately, in order to fund development of www.Runescape.com they sold that site to Yahoo and the game vanished. Some fans of the game persevered and hired a programmer to remake the game, which he did (to an extent), but they didn't advertise the remake and barely anybody plays the new version. I developed, over a couple of years, a Design Document for a sequel to the game(inspired by it, but with some fairly major changes.) There had been a reasonable amount of support for this project from players of the previous games, and when we started developing it we had interest from a hundred or so players without any form of advertisment, and word of mouth was seeing it increase. We hired a programmer, Jason Mirra, to work on the project in java, and he began development (the game is currently about 80% complete.) Sadly, he had to give up working on DW to pursue other work, and we have therefore gained two new programmers, Ronald and Simon, to finish work on the game. At present, almost all of the ground work is completed, and working as part of this team would be a superb addition (I hope) to an aspiring programmer's resume. The game functions at the moment, in alpha form. Game information is,2-25 PlayersFantasy War GameTurn-BasedJavaI would also stress that we would like this game to become fairly popular, and to improve it over time, including additions such as a co-operative campaign mode, an achievement system akin to xbox live, the addition of different game maps, player profiles on the site where one can view one's game stats, and so on. So, if a programmer wished, their workload could continue after the completion of the project. Ultimately we would like to add more games to the site as well.The graphics, sound and design document have already been completed. We also have forums and a website is in development and useable. The bulk of the game programming is completed.Target aim:For now, we are merely trying to complete the game and host it as free for people to play. We hope to gain profits, or at least cover server costs from Advertising Revenue, but this is a hope not an expectation. Obviously the market is extremely competitive - first and foremost we simply want the game to be finished for our own use. If it does become popular, we plan additions such as P2P features, however this is purely theoretical at this point.Compensation:Unlikely.Technology:Both the server and the client are written in java.  The client has been developed to work as a java applet, but would also work as a desktop application.  The GUI is created using Swing, although the majority of the graphics are drawn with a graphics object on a canvas. Talent needed:ProgrammerRequired Experience:  Java OO-design, Networking (using java sockets), Concurrency, SwingWe are currently seeking a third programmer (unpaid, unless the project makes money, which is not expected.) His role would be to rendevous with Rio, who currently maintains our bug database, which can be found here:http://code.google.com/p/dwbugs/issues/listand to fix the bugs as they are reported. This would involve working as part of a team with our other two programmers, and a fair degree of patience. Hopefully this would be rewarded, at least in part, by the heartfelt gratitude and praise of our playing community! Please let me know if you're at all interested in this role, many thanks.Team structure:Laurence Gardner - Lead DesignRonald Dash - Lead ProgrammerSimon McMahon - Secondary Programmer (Handles graphical aspect of the code)Mario Velarde - Chief Tester50-100 TestersWe have employed multiple graphics artists in the past, as well as a musician.Website:A work in progress (with the emphasis on 'in progress'), http://dragonwars.net/index.phpContacts:laurencegardner2002@yahoo.comPrevious Work by Team:This team has been assembled for this purpose, although many of us have individual portfolios.Additional Info:If interested, I will send a copy of the game's Design Document, more information and so on. Here is some of the artwork - the last alpha screenshots are pre-GUI and therefore a little ropey! You are also free to play the game in its current alpha form.:Game Lobby: http://i608.photobucket.com/albums/tt166/laurencegardner2002/Dragonwars/lobby_demo.pngGUI: http://i608.photobucket.com/albums/tt166/laurencegardner2002/Dragonwars/amockupgui.pngTypical Unit: http://i608.photobucket.com/albums/tt166/laurencegardner2002/Dragonwars/wyvernanimation.gifScreenshot from an early Alpha build: http://i608.photobucket.com/albums/tt166/laurencegardner2002/Dragonwars/glitch2.jpgAnother Alpha screenshot: http://i608.photobucket.com/albums/tt166/laurencegardner2002/Dragonwars/screenshot1.jpgOne last Alpha screenshot: http://i608.photobucket.com/albums/tt166/laurencegardner2002/Dragonwars/win.jpgAt this point I would like to talk a little about what makes our game unique in such a competitive industry. We like to feel our game is extremely well balanced, that lots of different strategies are possible, and that there is much more variety in strategy and individual games than you typically find in a battle game. What is definitely true is that while playing the game is simple, there is a huge degree of depth. Many of the units have special abilities, and the diversity of these truly means that no two games are the same. You could have one match with an army of elves facing an army of dwarves, in the next two werewolves fight it out in the midst of a spreading fire, in the next your captain sneaks into enemy forces wearing an invisibility cape to strike at the heart of the enemy army. There is truly a huge scope for varied game play in Dragonwars.Furthermore, the game is hugely inspired by mythology, primarily Greek but also drawing from a wide range of cultures. If you take a random mythological creature it is likely that it will be in the game. This is interesting from the perspective of future updates - if we did a campaign mode, we could take inspiration from classic myths, from real historical battles, or whatever we chose, without adding new units. If you wanted a mission where four hobbits, an Arch Mage, a dwarf, an elf, a prince and a warrior attacked an evil army, the units already exist. If you want to play as a prince in a labyrinth map against a minotaur, likewise. Or against a Hydra in a swamp. Finally, I would like to stress the capacity for epic battles and team gameplay. 2 teams of 12 players can battle it out on the same board (or indeed 5 teams of 5), meaning there are hundreds of units on the board at once - which can lead to truly gigantic battles sprawling over the map. The tactical depth of the game is huge, a reflection of it having been perfected and modified over 20 years from the original game-winning engine of Chaos.If you would like to try the game out, let me know. :)Feedback:ANY[Edited by - LanceGardner27 on April 5, 2010 10:31:34 AM]
  Hello I'm a Java Developer(Professionally, usually other languages in my free time, but I still have love for Java) looking to build a portfolio for hopefully for a future in professional game development. Game Development: 5 years.(12 years if you count Starcraft map making, Heh, I've wanted to make games all my life).Java: 2 years professional 2 years schoolAvailability: Mostly Saturdays, hopefully an hour each night.I would require no compensation, I'd probably want to add you as a reference and would hope that you are easy to reach by the same email in like 3 years. I'm an agile programmer at heart, in case you are unfamiliar with the term. http://agilemanifesto.org/. This post seems to lack personality, but I promise I have one. Really! I'm pretty laid back I hope I'm easy to work with.. I think I am. I'm the type of person that has a lot of ideas, and I am a big fan of feeling like I'm able to express my ideas as long as I always leave the option for you to say NO.Caleb Holt - Boneless1213@gmail.comI hope to hear back from you soon and thank you.   ;  hi,I am a java developer, new to game porgramming though. Can i have some more info?mcsimon6969@gmail.com   ;  Bump!   