   [MMO] Shores of Iron - Mainly programmers!
Enlightened Bunch Entertainment:Not a registered company.Shores of Iron:Brief description:Shores of Iron has been in development for 5 months so far, with about 2-3 months of just writing down features and such for SoI.* Player levelling is focused on skillpoints rather then on levels. Every action you do could increase your corresponding skill a little bit.  Every bit of skill you gain will therefor improve the skill effectiveness a little bit.    * Fighting will be more active with several types of attacks and blocks that correspond with the different attacks.    * Increasing your combat-based skills will only slightly affect your HP-gain. This results in Low-level players being able to win from much more skilled players in combat. That is to say: technically they can. They'll be more handicapped when it comes to succesfully hitting, dodging or blocking.    * It will be possible to form your own city or castle eventually. What that takes is money, inhabitants, and other things. But mostly, that'll take time.    * There are no classes or proffesions, mix your skills how you like.Retail:We would like to see SoI released commercially someday.Compensation:We can't pay as it is now but as stated before we want to see SoI released commercially and if that happens everybody ets their share.Technology:We are aiming at a release for Windows, Linux is a maybe, we are using the Visual3d.net engine which for now doesn't support Linux.http://www.visual3d.net/3D artists are free to use whatever tool they deem fit as long as they can export them to .obj .max or .3ds format.Talent needed:Programmers - You must know C# and knowing XNA, C++, python and/or .NET is a plus.3D Artists - You must be quite a swift modeler, since this is an MMO we need alot of models with not too much detail. You must also know how to UVmap and texture your own models.Team structure:Korneel Guns(BE) - Lead designer, 3D modeler, story writing, Henric Netz (SE) - Co-designer, 3D modeler, story writing, MapperNiels Vogelaar (BE) - 3D modelerHaik Avetian (SE) - 2D artistIan Manners (SE) - Web programmerSami Tahrraoui (NE) - 3D artistAdam Drew (UK) - Concept artistWebsite: http://www.moddb.com/games/shores-of-ironWe are in the work of a real website.Contacts:Enlightenedbunchentertainment@gmail.comPrevious Work by Team:By Henric, part/full time in teams that worked on the games/mods; Red America, 0AD, Quental Ire Corma, Waterworld, Police BrutalityBy Korneel, part/full time in teams that worked on the games/mods; WaterworldBy Sami, part/full time in teams that worked on/for the games/mods; MERPBy Haik, Custom mapping for Resistance and LiberationAdditional Info:Features;    * An important aspect will be exploration: Choosing the excile way of living might not be the easiest one, but that doesn't mean you can't give it a try!    * Crafting items; gather resources, tools and start constructing! Having a higher skill always helps to get a high Quality item, or to get an item at all!    * Jobs; start by simply selling some wood, hire more people to help, eliminate the competition on your area, dominate the market, get elected as the new town major, make your own rules by a clever system that lets you combine parameters to get them. Any more ambition? You're not the only city on the map. Time to start on your army!    * Next, economy! Supply and demand pay a big roll in our average daily life, so why shouldn't it in an MMO? Althouh slightly regulated by having few NPC's selling the standard items at fixed prices, players are able to freely buy and sell as they seem fit.    * Player vs. player combat. Yes, you can get attacked nearly everywhere. Hiring a bodyguard, or putting money on someone's head has never proven more useful before!    * Clans. There are 3 different ones: Named differently, but they mainly present Bounty hunters, builders and mercenaries. Each clan has their own area of specialisation. And those come with (dis)advantages.    * Now that you have a clan, why not build a city? or conquer one? You may want to attack the City right away or maybe siege it, build entrenchments and break down the walls with catapults and cannons.Feedback:ANY[Edited by - Beaver33 on April 20, 2010 2:03:37 PM]
  Um I don't quite understand, are we supposed to know C# AND C++ ect. or know either of them.   ;  C# is the one youre required to know the others are just a plus, this is so because the engine itself uses C# and the other ones are used for the built in script editor that is mainly used with python but the others can also be used.   ;"> ... sorry, couldn't help myself!   ;  I don't know if I should take it seriously or just as a joke, however we are two persons who started this, Me(Henric) and Korneel and we know that we didn't choose the easiest genre to start off with but we are fine with that and we do not use a free 3D game engine, so far we have both been spending money, and to speed up progress we have been buying 3D models since there is such an huge amount of models that needs to be done. We appreciate any constructive critism but I do not like jokes about our work.   ;Quote:Original post by Beaver33Linux is a maybe, we are using the Visual3d.net engine which for now doesn't support Linux.Just a point of order, Linux is not even close to a maybe with these tools.  But best of luck to you.  I recommend showing some art to attract more programmers.   ;  Linux actually is a maybe in the future because the devs to Visual3d.net have shown interest in making v3d linux friendly, but that is further down the road.EDIT: pics can be found in our moddb profifle but i'll add some stuff soon too.   ;  Asking for programmers with experience in C#/XNA, C++ and Python is a bit much. If you're lucky enough to find a programmer that is experienced in all these languages you should consider yourself lucky. Does Visual3D really require you to use them all?I'd very much like to know if there is a design document, and if so, if you would be willing to release it. It doesn't need to be complete, but if you could show me a design document it would increase my confidence in you, your team and your project.Another thing you might want to mention is what your own role is. A lot of people come here, announcing MMO projects in which their roles are typically "leader" and/or "idea creation specialist". Don't be one of them.Quote:Original post by void main ... sorry, couldn't help myself!Beaver33 has produced a better post than most aspiring MMO developers around here. He has followed the mandatory posting template, he has described his project well enough to convince me that this isn't a spur of the moment thing, and he has recruited a team of people with experience in game/mod development. Perhaps you shouldn't be so quick to criticize him, especially seeing as your name is in violation of standard C++.   ;  Thank you for a really good reply Windryder, yes we do have a gdd but not nearly a finished one, it is at 11 pages now and I want to edit it a little more before considering it finished, still adding some stuff that are critical, most things are already set but not on the gdd, but we wont release it to the public.My role on SoI is really what needs to be done, I really am a 3D artist, I animate, model and texture, but I also put stuff ingame and I'am also the main mapper as for now.The programmer needs only to know C# but the built in script editor uses them all and some other stuff uses the others as the main language(Can't go more into detail since im not a programmer myself).[Edited by - Beaver33 on April 20, 2010 3:45:59 PM];  11 pages?  My gdd for a casual match 3 type game was 16 pages.  There is no way you could accurately describe an entire MMO in just 11 pages.   