SC2Mapster Forums

General > Team Recruitment

LF project members for non-SCII game.

  • 5 posts
    #1 Feb 09, 2013 at 20:36 UTC - 0 likes

    First of all; this is not a StarCraft II engine based game. This will run as standalone pc/mac application. The reason for posting this in here is, a lot of people in the StarCraft II mapping community are really talented, and someone might want a chance to go from creating paperclips in an editor with restrictions, to proper real life programming and game development. The game is strictly created as a spare time project, and the final product will also be free.

    The overall theme:

    The game will be an orthographical viewed science fiction game (eg. Starcraft in Space!) where the player will join a faction, and then take control of a spaceship to explore galaxies, systems or areas for planets, setting up trade routes, defending areas, joining an ongoing storyline or just hiding in the dense nebulas waiting for a chance to ambush a passing transport ship, in best pirate manner. The game will run partly online with multiplayer zones, and map zone control changing between factions depending on players actions, but will also feature single player mission based instanced zones. The meta will focus on managing your ships engines, tweaking your power distribution, coming up with smart ways to adjust your performance, in order to deal tons of phaser damage, or the hidden approach, hiding your ion trail from other scanners, making your ship look like an illusion of an easy prey, and in worst case, drop cargo and redirect power to the engines, for a smooth escape when things get heated.

    What positions is available:

    Although a lot has already been made (A lot of the coding, and engine setting), we are officially starting from scratch, so people can follow the project from start. So the first phase will be the planning, creating the goals for each build, so we can begin programming towards the goal. In other words, currently we are looking for people who know how to plan, write and develop ideas and concepts.

    What requirements:

    While we do not expect you to have any experience in programming, modeling or similar we do greatly value that you have experience with the StarCraft II editor in order to have an idea of programming flow, logic thinking and problem solving through forward and smart thinking.

    Time, time and Delta.time. We won’t enforce any assignments on anyone, this is a spare time project, but when you do have available time, we expect you to let us know, that you are open for taking on some assignment, and please understand that whilst we do not expect outsourced assignments to be done (negative thinking, realistically result) but we do expect if you volunteer for an assignment, that you finish it within too much time, or worst case say you can’t do it – no one will blame you for that.

    Independent thinking, when challenged with problems, return smart feedback, if the parameter says A, the smart thinker will say ‘A is good, but what about B, B is even better’, and a slight understanding of Star Trek, Star Gate, or similar science fiction is only a plus!

    What software, languages, prerequisites:

    Whilst you do not have to have the software below in order to join, I will list them anyway for references. People joining for e.g. idea and concept development, or project managers most likely won’t need any programs. Project language will be enforced to English, and not offered by default in any translations.

    The majority of the project will be coded using Java, JavaScript and C#. To correctly display these text files you can use text editors like Notepad PlusPlus or MonoDevelop, unsupported text editors includes Microsoft Word and Windows Notepad. Images and graphical art are made using Adobe Photoshop II for multilayer transparency images, for simpler images GIMP or good ol’ Windows Paint.

    Final words:

    There are a lot of unanswered questions, of course! But overall we are very flexible for changes, and a lot of things haven’t been decided yet, so if are interested in learning more, or joining, just throw a pm-message with your previous programming experiences, what your interests are, and what you would like to learn from this, and feel free, but not required to include any external showcasing.

    #2 Feb 10, 2013 at 14:04 UTC - 0 likes

    You are making your own engine or using one? (3d?) Game play sounds like EVE online.

    My problem with spare time projects like yours, is that they aim high and they never get finished by the lack of enthusiasm, because of the slow over all progress...

    Last edited Feb 10, 2013 by Hookah604

    Homepage: www.sc2goa.com

    #3 Feb 10, 2013 at 18:37 UTC - 0 likes

    @Hookah604: Go

    We are using a prebuild paid engine for it, that allows build targeting for webbased (unrealistic), XBOX,WIU,PS3,PC and Mac, and while I have never played Eve Online myself, I do think that it expresses our goal pretty good.

    Whilst I understand your thought about game projects never finishing, it is a fair thing worth mentioning. Without going too technical, the game will be developed in build phases using a straight element construction. This means every part is interchangeable and makes it easier to add things per update than aiming for all finished before anything works. What this means in reality is, that there are goals for each build release; the first would be something like camera movement, player movement, highlighting and switching worlds. This would be implemented and the build would be finished, not an interesting game, but a fully working with the parts added. Then the element method allows for adding features without too much tying into existing code, so adding something like an enemy or features would be as simple as drag and drop, allowing for adding features whilst the game actually runs, rather than waiting forever, to something playable.

    Also an interesting thing to notice, I am not new on SC2 Mapser, been crawling since release, and what I see are mostly young people who sign up for things, then lose interest. But rest asure, we are not school children having fun with ideas, we are three persons with total of 52 years employment in various game development. As far as expectations, as I said above, if you are given a task we do by default not expect it to be done, honestly, never rely on someone else to do anything, that way you won’t get stuck. I hope this clears up any confusion about level of commitment.

    #4 Feb 19, 2013 at 18:55 UTC - 0 likes

    @Deequation: Go

    Hmm.. do you have any sketches or something that I could have a look at? Would be interesting to know what kind of feeling you are aiming at. Also, since you seem to go for some web-based solution... rendering in browsers is slow... What kind of strategies are you using to get around that obstacle?

    #5 Feb 20, 2013 at 21:08 UTC - 0 likes

    Hi Monkalizer, while I am reluctant to upload images to any non introduced site like this; people don't understand the word in progress. I did just print out an image of the newest added enemy, the dangerous astroid of .. well, It's an astroid. What you are seeing is a test of an astroid that spins around randomly and breaks apart into minor pieces when destroyed; in a cloud heavy part of space. I hope it will give some idea of what we are looking at - but again, in progress - goes faster when people can feedback on things they want.

    Also I am sorry if I wasn't clear on the previous post. This is not spec-intended for webapplications "[...] for webbased (unrealistic) [...]". But who knows. It depends on the final product setup and only time will tell. But we won't be limiting any features based on the fact that we are targeting webbased. Converting to webbased will be a post-decision.

    Example

    Last edited Feb 21, 2013 by Deequation
  • 5 posts

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