   [FPS/RPG] Sci-Fi Game Seeking to Fill Positions
TEAM NAME:Poly GamesPROJECT NAME:BRIEF DESCRIPTION:Starfall is a sci-fi FPS/RPG hybrid taking place on a foreign planet in the middle of a rising military conflict. It uses narrative elements to immerse the player in its intricate storyline without affecting its gameplay-oriented approach.Gameplay mechanics include several RPG-based elements inspired from precursors of this genre such as Deus Ex and System Shock II, which allows for customizable character progression. Levels take into account these choices and attempt to give the player as many options as possible to complete their objectives.We are attempting to integrate the modular level design idea where an area has dynamic use. While objectives are linear, interactions with the environment are more organic and the player will often revisit the same locations for different reasons, experiencing different events in such spots. It should increase the player’s emotional response to the actual environment. This allows us to keep the scope of the game to a more reasonable size mainly because most of the game will revolve around a ruined city and its many areas of interest.SETTING SUMMARY:The player plays the role of the “Kheops” unit, an android biomass character that does not emulate the American hero syndrome. He resembles a scientist in nature and logic and has come to this planet in search of answers. At the time where the game starts, he has just been “activated” and his mission briefing has failed to load in after the crash. Provided with adaptability databases and material, the character will attempt to self-repair his own neural system interface and will slowly enter the strange world that lies before him.Two factions are already at war upon the territory. One, comprised of a leading (unseen) species governing a few different tribes to do their bidding upon the soil they have inhabited for decades, the other, a belligerent society that has only just begun their final onslaught against the planet. After a few years of planetary bombardment, the final clash has erupted, and the Kheops unit is to determine whether the conflict between these two factions threatens the existence of his masters located in a remote system.TARGET AIM:Commercial COMPENSATION:Voluntary. May include royalties if commercializedTECHNOLOGY:- C++ with DirectX/OpenGL- Photoshop CS3- 3D Studios Max, Maya, Blender, Etc - Other preferences can be used such as Blender, Milkshape, Etc- Currently considering between several engines; Ogre 3D, Irlicht, and a few others. TALENT NEEDED: 2D Environmental/Architecture ArtistsResponsibilities: - Create Architecture, or Environment concepts based on the ideas discussed with the team. Ex: Buildings, and the surroundings.- Analyze ideas, by developing initial sketches to help visualize the proposed idea.  2D Character/Object/Vehicle/Misc ArtistsResponsibilities: - Create Characters, Objects, Vehicles, Special Items, Power Ups, Etc concepts based on the ideas discussed with the team. Ex: Player Characters, Vehicles, etc. - Analyze ideas, by developing initial sketches to help visualize the proposed idea.  3D Architecture ModelerResponsibilities: - Create architecture models based on concepts provided by the artists.- Develop initial level design ideas, and seek completion.- Import levels into a proper level editing program, and setup correct lighting. (Optional) 3D Character/Vehicle/Etc ModelerResponsibilities: - Create character, vehicle, weapon, and other types of models based on concepts provided by the artists.- Develop initial gameplay ideas to be discussed with the team, and taken one step forward towards getting the correct feel, and mood for the game models.- Import character/vehicle/etc models into a proper level-editing program. (Optional) Engine/GUI ProgrammerResponsibilities: - Work with an engine of your choice using C++ language.- Develop, or implement a physics engine to fit the needs of the game.- Develop engine functions needed for the game to reflect game mechanics as outlined in the design document.- Develop, manipulate, or add GUI interface that will function, and reflect the overall style, and theme of the game.  AI ProgrammerResponsibilities: - Work with an engine that will be chosen by the programming team, and develop AI for the single player portion of the game. - Develop, and work on other types of AI that may be implemented later down the road.  Tools ProgrammerResponsibilities: - Work on a special level creator tool that will allow the team, and possibly players to construct custom levels. Other tools will need to be created as well.- You will need to design, and implement this tool into the engine.- Help, and assist the programming team if help in certain area is needed.TEAM STRUCTURE:- Poly Games: Graphics Artist, GUI Designer, Level Designer, 3D Modeler - Jars: Game Designer, Programmer, General Help- Trio: Architectural Concept Artist, Environmental Concept Artist- Kylecito: 3D Modeler - Sage: Building Modeler- Arran: General Modeler - Bishop: Concept Artist - Ryan: General Programmer - Guth: AI Programmer- Zerex: General 3D ModelerWEBSITE:Project: StarfallCONTACTS:PM here if interestedPREVIOUS WORK BY TEAM:- Worked on Unreal Tournament, and Halo mods.- More information can be provided to potential team candidates.ADDITIONAL INFO:Currently, a thirty-page design document exists outlining most of the game concept, mechanics, and the story of the game. For more information, or clarification, please reply here, or send me a pm. Trio's Example Artwork: NOTE: Any images, or information posted in this thread does not represent the final quality of the game.SCREENSHOTS:Shot 1:Shot 2:Shot 3:FEEDBACK:Any[Edited by - polygames on July 25, 2009 11:38:57 PM]
  Hmmmm I'm surprised we didn't get much attention?True to say gamedev forumers are usually quite nervous when it comes to outsiders coming in only to advertise their project.Do not worry all though as I'm part of this project and I'm an more or less active forumer myself :PEh, sorry I can't get much more spare time to spend on here, my work at ubisoft is kinda exhausting these days...I gotta say I didn't join for the money, but since we're all dedicated, this can help expand a portfolio (I used it to get into the industry after all ;))   ;  If this is going commercial, who will pay for the licenses for 3ds max and maya, photoshop is probably feasible for purchase but 3d application will be steep.   ;  sent you a PM   ;  Correct me if I'm wrong, but personally written contracts mean nothing when dealing with two different countries.  I ran into this problem already with a team.  Me being in Canada and another person being the United States, we couldn't have our contracts endorsed legally.  For example, if you lived in Chad, good luck being able to get the other person who lives in Brazil to court, when they don't honor their contract.  I'm not sure what a lawyer could do for your contracts, however this wont be free.Due to the scale of this project, you would be better off paying people for their work completed.  For example, per model made, or finishing a physics system.  You have a pretty big list of jobs needed, along with required responsibilities.  You will have to dish out money anyhow before selling this game due to your licenses for 3DS Max, Maya, Photoshop, and the C4 Engine.I don't see who would invest this amount of time for no guarantee of getting paid, people have to eat you know.   ;Quote:Correct me if I'm wrong, but personally written contracts mean nothing when dealing with two different countries.<NDA, stands for None Disclosure Agreement if you aren't aware of this already. NDA is not meant to be any sort of legal contract other than protecting the privacy of the company, or the team you're joining. In this case, you are correct it holds no real hold on the person from another country, but is still a requirement by most legit companies, or team that seek good, and dependable people. This doesn't always succeed, but at least it helps to filter people who aren't really interested.Quote:Due to the scale of this project, you would be better off paying people for their work completed. For example, per model made, or finishing a physics system.If I had the funds, don't you think I would have listed that under "Compensation" ? Not everything runs on money, some people do things because they love what they do, or have other reasons for joining teams such as this one. I bet that if I would have listed "Open Source" game you wouldn't even post a reply. I believe this game has promise, and can be created without much initial investment at the beginning.  Quote:You will have to dish out money anyhow before selling this game due to your licenses for 3DS Max, Maya, Photoshop, and the C4 Engine.It is assumed that anyone who joins has a legal copy of any of the above programs I've listed. It is the responsibility of the owner to obtain the legal versions. I am a licensed user of C4, and all of the programs I've listed. I hope I answered all of your concerns. If anyone else is still interested, we are still looking for members.   ;  As I've stated myself, I've joined this project out of mere requirements for a portfolio. I know companies look for people who are able not only to work in a team, but in a team they did not lead. As most of my previous experiences involved myself as being leader, I have boarded this project unsure what would happen next. Well I've got the job at that specific company, and I can say I owe it to what I was able to bring in the interview regarding that specific work. I'm not looking for compensation myself, and I know I'm not the only one in that position.   ;  3dsmax and maya are expensive program going from 2000 to 4000 us dollars per license, I believe most teams put the licenses fee on the studio's budget. This might reduce your chance of finding potential & legal members to work on your 3d models.;  Regarding the contract part, I was referring to what security do other team members have on receiving funds.  I wasn't talking about keeping quite on the project.Open source projects have nothing to do with anything in this topic.I'm sure lots of people would want to join your project because they love making games.  However I'm talking based on personal experience with teams, people may seem very motivated at the start but you wait a few months into development, people leave.  Money motivates people to work, not to mention if they're getting paid you will get results a lot faster.  They will treat this project like a job, not a weekend project and soon leave due to lack of motivation or other things.  I'm also assuming this game is at least going to take a year or more to complete, which means you need to keep people around that long for free.Pick up teams from what I've seen rarely produce full scale games because people never like sticking around.  I've been in a few teams programming, sadly it becomes really hard to keep writers, artists, and composers around for free.  Not to mention talented programmers who have the talent to make games on their own, and will.  Teams generally stink unless they consist of good friends or payed workers.  Project leaders even left after a few months on some games I worked on.Don't get me wrong, I love your idea for the game here, I've been looking forward to playing a good Space RPG for a long time.  Even the model work you've shown is impressive.  I just don't think it's realistic to expect people to work for free on such a lengthy project.  Making games isn't always fun, it also requires a lot of motivation to keep at it.   ;  It is not the first time I receive this form of criticism, and as well founded as it is, I beg to disagree. I have worked on long-term unpaid projects in the past with much larger scope than the one we are trying to achieve here (details enclosed in the design document could answer a few fears here as to the actual scope of the game). Dedication isn't always found in the form of money. I've seen it at work before, I'm pretty sure a good leader can pull it off again. I'm hoping he has the leadership for that.Your concerns are duly noted however, but bear in mind others will wish to join, and a handful of them will stick to the end despite everything. It is true that the mobility may be a factor to be concerned with, but every project has to deal with some form of mobility, even in the commercial branch. People come and go, that is how the industry has come to work lately, and the true leadership comes from adapting well to this rapid change between two different minds and skill base and attempt to keep the cohesion of the project.I guess I'm also part of the team for this very specific reason. I have experience with mobile teams within a single projects and it has worked wonderfully for me so far, therefore, I'm willing to take that risk.And as I have said before, these kinds of projects have made the best part of my portfolio thus far and it did pay back in due time so, as much as I'd like to put it on the count of my magnatic personality ;) the truth is companies care about what you can do in awkward situations rather than comfortable ones.Thanks for the comments though. Criticism is always a form of interest :P   