   FPS project for profit, need C++ and artists
Team name:Game Fed GamesProject name: CoreBrief description:I have been working on a basic FPS that is going to be part of a larger more complex game concept, but I am taking baby steps first.  Each part will be added on to create a more complex product and thus getting closer to the final game concept.  This will be released in expansions that will be marketable in themselves as well as add new functionality to the existing game.Here is an overview of the technologies it has so far:Rendering:Ogre is used as the rendering engine, but the code was designed to make it some what easy for the game logic to target another engine as the game expands and becomes more complex.Nature: a library that focuses on rendering out door environments. This needs updating because of Ogre's new terrain systemPost Effects: there is a basic library that does post effects: motion blur, SSAO, HDRAI:OpenSteer: steering is done using open steer. There are some issues I haven't fixed yet when avoiding obstacles, but the basics are in place: pursuing, and wanderingGUI: using a strategy design pattern, I incorporated MyGui, and CEGUI, but haven't tested CEGUI in about 6 months so a day or two would have to be spent updating it to fit the current framework. I also have an overlays library but it isn't seen as a GUI by the framework. This isn't a big deal, but I mostly use it to create a simple interface using LUA for testing purposes.IO: I have a custom IO library based on Irrlicht's IO namespace except it also supports asynchronous IO on Windows (Linux is not supported yet).For a database, I use SqlLite as a database, and I have a flat file systemSound:The sounds engine is based off of OgerAL, but I am not using the wav format only ogg.Physics: I am again using the strategy design pattern to allow options. The current options are Bullet and ODE. I haven't used Bullet in about 6 months so it would need to be updated to fit the framework changes that have been in place since then.Tools:Level Converter: Converts Artifex, OgScene, and DotScene into a custom (simple) XML format that the framework uses to load a level. All levels are loaded using XML at the moment. I was going to create a binary format when it was time to release it of course, but XML is great for debugging purposes.Loading Scenes:One library is responsible for loading scenes (SceneLoader). It takes on the XML format and converts it into something the framework and Ogre can work with. In later versions I was going to add a database format and a binary format for it to load.Other Features:Ragdoll: using OgreOdePaging Terrain: using Ogre's new terrain systemVideo: using TheoraVehicles: using OgreOdeYoutube video:Target aim:Steam or a direct to drive type access.Compensation:This product will be profit driven, so we can setup a percentage of profit returned.  The code will be used for future releases as well, so anything you make that is used in the next 3 releases will be given to you too.  I have a legal document that is ready for us to sign, just so you know you won't be cheated.Technology:Ogre/C++Talent needed:Know Ogre and C++3D modeling2D artistsAnimationCgWeb developer (the site needs work)OpenSteerOde or BulletTeam structure:Right now its just me, I have been developing it for about 9 months, and I'm ready to form a team.Website:cornfedgames.comContacts:farris.shane@gmail.comPrevious Work by Team:Professional C++/.NET developer by day, game developer by night.Feedback:Any   