   Rise of Heroes - Need Modelers and others - Alpha Client Released!
MMO InteractiveMMO Interactive is an indie game development company.------------------------------------------------------------------Brief descriptionRise of Heroes is a massively-multiplayer online role-playing game (MMORPG) that takes place in an ever-evolving fictional fantasy world.Players will get to create their own Avatar, and experience a magical virtual world. The player can complete quests, fight monsters, explore the world or even do some crafting.Here is a list of just some of the things that make Rise of Heroes so unique:• Aging SystemNPCs will age over time and eventually die.• Contract SystemPlayers will be able to hire and pay each other to do certain tasks/jobs for them.• Dynamic QuestsThese are quests that NPCs randomly make up based on what‘s happening in the world, if someone is in trouble nearby then an NPC will generate a Dynamic Quest to help that someone.• Weekly QuestEach week in the game an optional quest will be offered to every player in game, they will have great rewards but only one person can get the reward and once someone completes it, everyone will be teleported back to where they where before they accepted the quest.Website: www.riseofheroesmmo.com--------------------------------------------------------------CompensationEvery staff member will sign a contract which will guarantee them a share of any profit the game may make. We realize that back-end payment is never the most exciting option for a developer but do believe that this would be an exciting project for anyone who is looking to break into the video game industry.Available Positions2D Artists (2 positions available)Responsibilities:• Create concept art and textures for in-game and promotional useRequirements:• Have experience with Adobe Photoshop (or any similar art program)• Skill level up to industry standards3D Modelers (2 positions available)Responsibilities:• Create in-game models including buildings, weapons, foliage and many other items• Create both human and non human characters• Being able to animate and texture models is a plusRequirements:• Ability to create 3D models in any of the following file formats: 3DS, MAX, OBJ, DEA• Skill level up to industry standardsAnimator (2 position available)Responsibilities:• Animate characters in a realistic wayRequirements:• Good understanding of both human and non human motion• Skill level up to industry standardsC++ Tools DeveloperResponsibilities:.*Design and Develop tools for Object Placement, Particle Effect creation, and Terrain editing*Work with the Art Department to add the features needed to make their jobs faster*Train Team members in using the toolsRequirements:*Understanding of C++, Ogre3D, and a GUI library*Good team player, able to work over the internet, Self MotivatedAlso Needed• Writers to continue the story for the game• World Designers to create maps• QA TestersEngine SpecsName: Nel (Ryzom Core)Graphical User Interface¶The GUI system allows for easy creation of user interfaces using an xml based format for layout, and features support for all the common interface controls, as well as scripting through Lua script.It is possible to customize the graphical look and feel of the user interface. The interface controls adapt to the size of the graphics. Textures are packed together, using the interface build tool, in a large sprite sheet, which minimizes draw calls, resulting in high performance.In order to allow for localized versions of the game in languages with varying character sets, Unicode fonts can be used. Text characters are rendered on demand in the font manager's character cache, so it is not required to build font sprite maps in advance, and your dialogue writers do not need to worry about missing characters. This also makes it possible to use any character in a font at any font size.Interfaces can be created inside resizable and movable windows with a titlebar, which can also minimize the window to show only the titlebar. Transparency effects can be used to bring specific windows into focus or out of focus into the background.All the common interface controls, such as buttons, labels, text boxes, combo boxes, checkboxes, and so on, are available.A flexible general purpuse web browser component is available, which can be used for easily making more dynamic interfaces such as forums and help pages available ingame. The web browser allows you to use most basic html tags, including images, as well as to invoke client side Lua scripts.The interface also includes a small music player, with support for common audio formats and playlists, allows the user to play his own music in the background.All actions in the user interface can be bound to client commands and Lua scripts, through action handlers, which can be specified in the client code. Content displayed in the user interface can be dynamically linked to the client's network variable database using conditional expressions.Keyboard shortcuts can be dynamically assigned to the action handlers.Networking¶Ryzom Core offers a higly optimized and proven cloud-based networking architecture.Multiple physical machines can be used together to run a single shard, spread over multiple services. Read more on the service architecture here.The connection between client and server runs over a bit-packed, bandwidth limited, fixed time rate UDP connection, with full support for packet loss management.Up to 255 entities are propagated over the network connection in realtime under dial-up bandwidth constraints. This allows for large scale events, such as invasions and guild versus guild fights.Variable data is easily shared between the server and a client, through a tree structured network variable database, that is specified through an XML file. Entries in the database can have conditional expressions attached to them, that allow Lua scripts to be called when one or multiple variables are updated to a specific or any state. It is also possible to link these variables directly into the user interface. The entity properties are also accessible through this database.Static text strings are assigned a unique integer identifier, which can be used in the network communication to efficiently reference a string. The client can asynchronously request a string from the server to be displayed in the user interface as soon as the client receives this string. The database uses these identifiers wherever strings, such as player names, need to be sent to the client.All direct event messages between server and client are specified in an XML file, and sent over the network using a unique id of minimal size. The version of this message structure file is verified upon connection of a client to the server, so that a client with a different version cannot connect. Messages that are lost over the UDP connection, are automatically resent. Large messages are automatically split up into multiple messages, which are spread over multiple packets, to stay within the bandwidth constraints.Sound¶The sound system can be graphically debugged from ingame, which allows you to see all the source voices which are currently playing, as well as the bounding boxes of environments, and portals for occlusion and obstruction effects.Builtin Gameplay¶Write text here: Crafting.Write text here: Merchants.Write text here: Guilds.Write text here: Teaming.Write text here: PvP.Write text here: Harvesting.Write text here: Magic.Write text here: Guns.Write text here: Swords.Write text here: Missions.Write text here: Knowledge Encyclopedia.Write text here: Bricks, Spells, etc. ContactYahoo messenger:• Deadmanheat@yahoo.com (James)• Bjornaudunn@yahoo.com (Björn)MSN Messenger:• Jimmy_p15@hotmail.com (James)• W.axl.rose@hotmail.com (Björn)Email:• Deadmanheat@yahoo.com (James)• Bjornaudunn@gmail.com (Björn)MediaPlease contact us if you want any more information (screenshots, art, design document, story snippets etc.. etc..) regarding the game. Since we do not wish to reveal to much of the game (or share screenshots and art) publicly at the current time being.Testing DatesThere are some important dates coming up between now and August 1st:May 15th 2010: The First build of the client will be available for download for our first round of testing.Saturday May 22nd - Our first planned Test the main focus will be to test out multiple connections to the server.Saturday May 29th - Our 2nd test. The focus will be to test out World Chat and Movement.Saturday June 5th - Our first test of the PvP combat system.All testing dates could change but as of now this is the time table we are looking at.Hope to see you all on our forum and in game as we celebrate this milestone in the development cycle of RoH!Website - http://www.riseofheroesmmo.comScreenshots:
  This is one of the few MMO's on this forum that has actually taken on any form of fruition and it's actually looking good. Keep up the good work!   ;  Thanks however the screenshots are from Newbie Island which comes with Ryzom Core. We are waiting to get some 3D Modelers to start adding our own content. With Ryzom Core we get a full complete framework on which we can build our own MMO.Current in game features include:Full weather system with day/night cycle and changing seasons.Fall, Winter, Spring, and Summer. Each season lasts 4 real life days.Weather includes rain, wind, dust storms, snow.Creature AI - Creatures act just like they would in real life. They sleep, eat, play, explore, migrate in fall and in spring, ect.Quests - Single player Quests, Group Quests, Guild Quests, Quests that can only be done once, ect. Types include Kill quests, talk to quests, escort quests and alot more.PvP Combat - Free for all zones, duels, ect.Guild vs Guild combatGuilds - Guilds can own outposts. We will be adding into the engine the feature for guilds to be able to own entire cities.Friends listsSkillsItemsCrafting and Resource gathering.Pretty much all of the expected features of a MMO are currently present. We will be adding in our own features as time goes on.We will be adding a event system for events such as Holidays where certain items, Quests, and NPCs are only available during that event.   ;  How you doin' on AI?   ;  Truthfully I am not sure how the AI is handled. Theres still alot about the engine that I am not sure about. Here is what little information there is about the AI Server/Service:AIS (AI Service) : We can have one or more AIS per shard. The goal of this service is to handle the AI in Ryzom. An AIS is responsible for a geographic area. For example, in Ryzom, we have 6 AIS, one per continent.And here is some of the features of Ryzom which will be available for RoH as well:A UNIQUE MMORPG UNIVERSEPlanet Atys is not only an MMORPG but also a living, virtual world, with five rich and diverse ecosystems. A powerful AI technology makes flora and fauna interact dynamically with each other and the ever-changing environment. .A Lush and unique RPG Living EcosystemKnown as the Living Planet, Atys doesn't behave quite like any world you've experienced in any other MMORPG. To start with, Atys is growing, slowly sending tendrils out which can unveil new lands and cover up existing ones. Due to this constant growth, the climate and weather on the surface can vary greatly, even in a short time span.The Behaviour of the Creatures is unique to our MMORPGThe creatures in our MMORPG behave intelligently. In our MMORPG each creature has its own set of behaviours, and natural enemies. Wild gingos travel in small packs, willing to attack anything they think they can kill for food. The more docile bodoc travels in herds, but fiercely come to each others defence should they be attacked. Some creatures will migrate naturally; others will prefer to remain in the same general area.The Seasons & weather change in our MMORPGThe seasons in our MMORPG change naturally, altering not only the landscape of Atys but also the resources available to harvesters and the behaviour of the creatures that live there. In our MMORPG the changing weather can also alter these things, from raging snowstorms in the forest to thunderous storms in the jungle everything change perpetually.An MMORPG with big Battles of multiplayer against hordes of MonstersImagine standing outside a city, watching a hill in the distance, and seeing the first members of a wave of Kitins appear. Now imagine hundreds more following them, moving as a single, swarming army. Battles of this scale will require dozens of players working together to fend off serious invasions.   ;  My point being, do you need any AI help? I was unclear in my brevity.   ;  Yes we could use some help! I will PM you and we can talk privately.   ;  You guys supporting normal mapping in the 3D side of the game? I'll model for you if you are using normal maps, I want to practise in that ascept of modeling :P.I guess, you could have an option to disable the normal maps, for those whose computers cant handle them.Thats the most recent model I completed. Normal map and a color map for that. http://liamslackofsurprise.deviantart.com/art/3d-creature-163585315   ;  Currently Normal maps are not supported however theres a group of people who are working on adding them. So if you want to join knowing that they should be in use in a little while then great. Even if it doesn't work out then atleast you have had practice with normal maps and you have models that can be sold or used else where.   ;  Heres a screenshot showing the use of Normal Maps in Nel (the engine behind Ryzom Core):A group of people over at the chat channel for Ryzom Core are working on getting Shaders added to the engine. The image above is more of a proof of concept then anything else and it will still be another few months before shaders are officially to the point that the can be added.In the mean time however we can create our assets with Normal maps and just not use the normal maps at this time.   