What time zone are you, and what hours are you available? - UTC/GMT -7 hours (Pacific Time, think Los Angeles)
What are some methods of contact(msn, skype, AIM, etc..)? - Kik, PM, Email
What are you doing for this project? - Mostly everything, there's only a small portion of things I need someone else for, but they're important jobs.
What roles do you need filled? - Two roles: someone that can use 3dsmax or a similar editor to fix model animations and similar issues that I can't do on my own, since i don't have an editor like that, and someone that can make a melee AI for the newly created units and such, so that the extension mod can be played with computer players.
What do you have done on the map up to this point? Please try to include images or videos.
Tons. Replacing models, fixing and tweaking attachment points, adding in new mechanics, new buttons, new units; However, it's nowhere near finished.
A description of the project/team itself so people know what they're getting into. - First, I'm not looking on hiring anyone. If you plan on joining in on this project, it won't be a pay-based endeavor. I'm looking for people that are interested in the idea and wish to see it come to full fruiton. That being said, the project is an extension mod that replaces the three stock races with World of Warcraft based races: Heroic, Draconic, and Elemental. For the most part, they'll be similar gameplay-wise to the three stock races; Draconic will be swarmy like Zerg, Heroic will be techy like Terran, and Elemental will be powerful but expensive like Protoss. A few gameplay tweaks and unique flair will be added to each race, however, and some gameplay mechanics will be modified, toyed with, modified again, or even scrapped completely.
How much time are you willing to invest in this project per week? - Nearly every day, at the very least I can pitch in 7-8 hours, sometimes consecutively, sometimes not. Other days I'll be working on the game non-stop. It really depends.
Who else is working on the project? - No one else, at the moment. At the most, it will be 3-4 members, including myself and whoever I end up recruiting.
Please take note that this is a serious project and I only do the highest standard; what I mean by this is that nothing would be half baked. Every tooltip, every model, every little detail, every animation, every hotkey, wireframe, doodad, etc. will be modified, tweaked, and worked on until it is perfect. I don't want players to say "Oh, I guess he couldn't change that" or "Oh, he forgot to change the tooltip", I want them to say, "wow, he really thought of everything. This is completely different." On top of all that, I plan to be finished with the project within a month or two. Let me know if you're interested.
In the event no one joins your team, which is quite possible, ill tell you a few things that might be helpful to you. You can get a free student version of 3ds max 2011, last i knew anyways. It wasnt really easy to find but i believe its out there still, or i assume it is. There is startools or the println 3ds max plugin to go along with that. Your going to want team colors and theres info on how to do all of this stuff on this forum. Editing the animations, I have done that before in 3ds max its not very hard. I moved around the animation keys if i remember correctly but it was awhile ago.
In regaurds to the other part, the AI, there is also some info around here on how to do that. I have an educational backround in AI, but have not used the AI stuff in starcraft 2, but i assume it really simplifies things, especially given what your doing is just making a standard strategy game that is like starcraft 2 which the AI stuff was made to accommodate.
Thanks for that, that is a bit helpful. On the whole team colors thing, I've actually been using emitters to show which units are apart of which team, and it actually stands out more than just making the units team colored. As for the AI, it's a lot more complicated for my project since extension mods are unable to use triggers.
I was thinking about getting 3dsmax and downloading the necessary plugins myself, and then just figuring out the whole AI situation, but I figured if I can get others to do that, the project will go a whole lot faster and I can focus on design, gameplay, and balance.
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What region do you play in? - North America
What time zone are you, and what hours are you available? - UTC/GMT -7 hours (Pacific Time, think Los Angeles)
What are some methods of contact(msn, skype, AIM, etc..)? - Kik, PM, Email
What are you doing for this project? - Mostly everything, there's only a small portion of things I need someone else for, but they're important jobs.
What roles do you need filled? - Two roles: someone that can use 3dsmax or a similar editor to fix model animations and similar issues that I can't do on my own, since i don't have an editor like that, and someone that can make a melee AI for the newly created units and such, so that the extension mod can be played with computer players.
What do you have done on the map up to this point? Please try to include images or videos.
Tons. Replacing models, fixing and tweaking attachment points, adding in new mechanics, new buttons, new units; However, it's nowhere near finished.
A description of the project/team itself so people know what they're getting into. - First, I'm not looking on hiring anyone. If you plan on joining in on this project, it won't be a pay-based endeavor. I'm looking for people that are interested in the idea and wish to see it come to full fruiton. That being said, the project is an extension mod that replaces the three stock races with World of Warcraft based races: Heroic, Draconic, and Elemental. For the most part, they'll be similar gameplay-wise to the three stock races; Draconic will be swarmy like Zerg, Heroic will be techy like Terran, and Elemental will be powerful but expensive like Protoss. A few gameplay tweaks and unique flair will be added to each race, however, and some gameplay mechanics will be modified, toyed with, modified again, or even scrapped completely.
How much time are you willing to invest in this project per week? - Nearly every day, at the very least I can pitch in 7-8 hours, sometimes consecutively, sometimes not. Other days I'll be working on the game non-stop. It really depends.
Who else is working on the project? - No one else, at the moment. At the most, it will be 3-4 members, including myself and whoever I end up recruiting.
Please take note that this is a serious project and I only do the highest standard; what I mean by this is that nothing would be half baked. Every tooltip, every model, every little detail, every animation, every hotkey, wireframe, doodad, etc. will be modified, tweaked, and worked on until it is perfect. I don't want players to say "Oh, I guess he couldn't change that" or "Oh, he forgot to change the tooltip", I want them to say, "wow, he really thought of everything. This is completely different." On top of all that, I plan to be finished with the project within a month or two. Let me know if you're interested.
In the event no one joins your team, which is quite possible, ill tell you a few things that might be helpful to you. You can get a free student version of 3ds max 2011, last i knew anyways. It wasnt really easy to find but i believe its out there still, or i assume it is. There is startools or the println 3ds max plugin to go along with that. Your going to want team colors and theres info on how to do all of this stuff on this forum. Editing the animations, I have done that before in 3ds max its not very hard. I moved around the animation keys if i remember correctly but it was awhile ago.
In regaurds to the other part, the AI, there is also some info around here on how to do that. I have an educational backround in AI, but have not used the AI stuff in starcraft 2, but i assume it really simplifies things, especially given what your doing is just making a standard strategy game that is like starcraft 2 which the AI stuff was made to accommodate.
@lemmy734: Go
Thanks for that, that is a bit helpful. On the whole team colors thing, I've actually been using emitters to show which units are apart of which team, and it actually stands out more than just making the units team colored. As for the AI, it's a lot more complicated for my project since extension mods are unable to use triggers.
I was thinking about getting 3dsmax and downloading the necessary plugins myself, and then just figuring out the whole AI situation, but I figured if I can get others to do that, the project will go a whole lot faster and I can focus on design, gameplay, and balance.