Team Required

Team Required

Re: Team Required Posted by Haze on Tue Jan 24th 2006 at 9:34pm
Haze
118 posts
Posted 2006-01-24 9:34pm
Haze
member
118 posts 42 snarkmarks Registered: Jan 24th 2005 Occupation: Game Designer Location: Frozen Wolf Limited
Hey,
I am looking for some team members to help with a new project. I am creating a new cooperative type of level, instead of the ussaral Tim or JS co-op I am making a level that has a lot of interaction with the enviroment and your team mates. In other words, creating a level that cant be completed by yourself and needs team mates to work with you in order to get round your enviroment and defeat your enemies.

This is not a MOD yet, at the moment I am just interested in creating one level that is completely interactive, it will be a base on a planet like mars, the airlocks, doors, machinary and computers will all need interacting with to complete the level.

If anyone is interested just leave a reply here and I will get back to you, I will be posting some screenshots of the parts of the level that have been made once I texture them with some custom textures, at the moment it has the dev grid texture since Half Life 2 textures do not go very well with it.
Re: Team Required Posted by Haze on Thu Jan 26th 2006 at 1:50pm
Haze
118 posts
Posted 2006-01-26 1:50pm
Haze
member
118 posts 42 snarkmarks Registered: Jan 24th 2005 Occupation: Game Designer Location: Frozen Wolf Limited
Okay it is going to be a MOD now, the first level im making is set on the UNS Griffin, a starship, here are a few screenshots, im still waiting on the textures.

User posted image
(http://www.frozenwolf.com/uns_griffin1.gif)

User posted image
(http://www.frozenwolf.com/uns_griffin2.gif)
Re: Team Required Posted by French Toast on Thu Jan 26th 2006 at 1:53pm
French Toast
3043 posts
Posted 2006-01-26 1:53pm
3043 posts 304 snarkmarks Registered: Jan 16th 2005 Occupation: Kicking Ass Location: Canada
Screenies look cool, my only problem is that on a futuristic starship, the corners would be rounded instead of so blocky.
Re: Team Required Posted by Haze on Thu Jan 26th 2006 at 3:26pm
Haze
118 posts
Posted 2006-01-26 3:26pm
Haze
member
118 posts 42 snarkmarks Registered: Jan 24th 2005 Occupation: Game Designer Location: Frozen Wolf Limited
Yeah, I have used a few round corners, but I really need graphics / levels / scripting staff to help. Anyone want to help with this new MOD? I am getting a lot of ideas from Quake 4.
Re: Team Required Posted by Pvt.Scythe on Thu Jan 26th 2006 at 5:22pm
Pvt.Scythe
730 posts
Posted 2006-01-26 5:22pm
730 posts 113 snarkmarks Registered: Sep 19th 2004 Occupation: student Location: Finland
Ask KungFuSquirrel he has first hand experience on that matter...
''Everyone wades in s**t until they're competent enough to walk on it. Jesus style.''
Dystopia - Empires
Re: Team Required Posted by Haze on Thu Jan 26th 2006 at 7:07pm
Haze
118 posts
Posted 2006-01-26 7:07pm
Haze
member
118 posts 42 snarkmarks Registered: Jan 24th 2005 Occupation: Game Designer Location: Frozen Wolf Limited
Whats he good with? Coding?
Re: Team Required Posted by Forceflow on Thu Jan 26th 2006 at 7:13pm
Forceflow
2420 posts
Posted 2006-01-26 7:13pm
2420 posts 451 snarkmarks Registered: Nov 6th 2003 Occupation: Engineering Student (CS) Location: Belgium
Don't think you get the joke.

KungFuSquirrel is employed at Raven Software, he made levels for Quake 4. I don't think he's allowed to work on other projects. :smile:

(The lightblue color on this forum is for sarcasm)

On topic:

I think you need a good level designer. Basic 'spaceship' feeling is good, but that second screenshot just made me think of a flying house with big windows. Spaceships have round windows, more curved architecture, certainly no wooden tables, cables lying around, electricity sparks, monitors, ... use your imagination.

Good luck though !
:: Forceflow.be :: Nuclear Dawn developer
Re: Team Required Posted by Captain P on Thu Jan 26th 2006 at 8:00pm
Captain P
1370 posts
Posted 2006-01-26 8:00pm
1370 posts 1995 snarkmarks Registered: Nov 6th 2003 Occupation: Game-programmer Location: Netherlands
These are obviously beta or even alpha stage screenshots, but for what they are, they don't show much. I'd be more interested to see how the architecture connects, or to see some larger, more interesting area's rather than simple, straight rooms.

As for getting a team, I think you'll need to give more information and somehow get people more enthousiastic about this. I'm not sure if you've really based your decisions on solid ground. Making everything interactive might be nice, but why do it? It may make levels more interesting, but it may also work counter-effective (too confusing or annoying). What sort of gameplay are you aiming for? Sounds a bit like puzzle-oriented gameplay, but how do you plan to work this out?

Create-ivity - a game development blog
Re: Team Required Posted by Haze on Thu Jan 26th 2006 at 8:26pm
Haze
118 posts
Posted 2006-01-26 8:26pm
Haze
member
118 posts 42 snarkmarks Registered: Jan 24th 2005 Occupation: Game Designer Location: Frozen Wolf Limited
I will give you a more complete overview in a few hours, let me compile some information, and thanks for the hint, I did not know that was for sarcasm XD
Re: Team Required Posted by Haze on Fri Jan 27th 2006 at 7:45pm
Haze
118 posts
Posted 2006-01-27 7:45pm
Haze
member
118 posts 42 snarkmarks Registered: Jan 24th 2005 Occupation: Game Designer Location: Frozen Wolf Limited
Okay, it is going to be a Co-Op MOD, except unlike the other ones it will incorporate teamplay, new guns, new levels and features.

Levels can only be completed by using team play to overcome obsticles.

New weapon ideas are for a Flare and a melee attack (kicking) to open doors quickly or to hit enemies with while reloading.

Levels will be more interactive and fun for the player.
Re: Team Required Posted by Captain P on Fri Jan 27th 2006 at 9:00pm
Captain P
1370 posts
Posted 2006-01-27 9:00pm
1370 posts 1995 snarkmarks Registered: Nov 6th 2003 Occupation: Game-programmer Location: Netherlands
<span style="font-family: Verdana;">I'm interested to hear how these levels will become more fun, and why they're going to be more interactive... got some concrete idea's or examples?

The teamplay sounds like a good idea. I've seen it in several (singleplayer) games, that had a character switching system. Doing it coop sounds good (though, what if not all of the necessary roles are taken?).
</span>

Create-ivity - a game development blog
Re: Team Required Posted by Agent Smith on Sat Jan 28th 2006 at 12:49am
Agent Smith
803 posts
Posted 2006-01-28 12:49am
803 posts 449 snarkmarks Registered: Aug 30th 2003 Occupation: Uni Student Location: NSW, Australia
I've noticed that each time you post something new, the complexity and
difficulty involved in the project increases. If your new to modding
and mapping, your better of trying to make a small basic single-player
mod using the standard HL2 resources. If you can pull that off, then
move onto a project which will involve serious engine coding,
modelling, texturing and the rest. Try a project where you don't need a
team of people, where you can do it yourself. Its really the only way
mods get finished, unless you can find a team of super dedicated and
professional modders, most of whom are already working for other mods.

It's what I'm currently doing (official news + site pending), making a
small single-player mod on my own to get my feet wet, before attempting
something more involved with a team.

I'm not trying to knock you down, but if you start with a manageable
project that you can handle on your own then your most likely to get it
finished. You've come to the right place for technical advice, but we
are a somewhat jaded community concerning the best new mod ever :smile: .
Ham and Jam Contributor
http://www.hamandjam.org

'Get your stinking paws off me, you damned dirty ape!'
Re: Team Required Posted by Haze on Sat Jan 28th 2006 at 4:40pm
Haze
118 posts
Posted 2006-01-28 4:40pm
Haze
member
118 posts 42 snarkmarks Registered: Jan 24th 2005 Occupation: Game Designer Location: Frozen Wolf Limited
Just becouse I am not a reguler poster on the Snark Pit does not meen I am not a proffesional. I very much doubt proffesional staff for game companies such as EA Games even know you exist.

I am a proffesional mapper, I have been mapping for 5 years for 3 different games. I have had good staff management skills and I own a registered company that has its own MMORPG coming out soon.

Just becouse I dont post here often does not meen I am not a pro, in other words, you are being a bit self-centered thinking that if I dont post here im a nobody.

Anyway, for the MOD, the players will each have seperate tasks that they can choose to do, for instance, one player has to hack a door while the other gaurds them, or one player lays the charge and another clears the hall.

The new features about the level meen that most things you see can be interacted with or blown up.

At this time some of the main features we are working on is that low strength walls can be shot through leaving bullet holes in the light, the scenery will contain props that explode or break down, opening new paths, there will be no set way to complete a mission and theres another feature which I will explain below.

The main feature is the ability for players or staff to run the levels themselves, some levels will be released that do not have pre-written set pieces, these levels will be used when there is someone online to control them, thereby giving someone the power to control where the enemies spawn, what doors are locked and which set pieces explode and when. Giving staff control to create their own 'missions' out of the open-ended levels.
Re: Team Required Posted by ReNo on Sat Jan 28th 2006 at 6:29pm
ReNo
5457 posts
Posted 2006-01-28 6:29pm
ReNo
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5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
If I understand you correctly, I really like your idea of having a
player control the enemy/level side of the game. Kind of like a dungeon
master in an old school RPG or something - choosing where to place
reinforcements and what have you. Would need careful consideration as
to what they are able to do and when they can do it (don't want the
person spawning enemies right next to the players for example) but done
correctly, it could be awesome.

That said, there
is no need to try and bad mouth the website. I agree that most
professional game developers don't know about the snarkpit,
but some do - considering some were members of this site before they
became professionals it is kind of a given. We don't have any false
pretenses about what we are as a website or community, and while some
may view us as "elitist" or unwelcoming to new members, we in fact just
tend to look for proven ability over worded claims. Whether you're are
a professional mapper or not, the work you have posted so far isn't
professional quality, and that is all we have to judge you on. Try not
to be too disheartened when people give advice you may not want to hear
  • take it on board, use it or don't use it, but don't throw it back in
their face when the only reason they posted what they did was to try
and help you out.

Good luck with your project - I like some of your ideas and hope you come true on them :smile:
[img]http://card.mygamercard.net/sig/Default/reno84.png[/img]
Designer @ Haiku Interactive | ReNo-vation.net
Re: Team Required Posted by Haze on Sat Jan 28th 2006 at 7:27pm
Haze
118 posts
Posted 2006-01-28 7:27pm
Haze
member
118 posts 42 snarkmarks Registered: Jan 24th 2005 Occupation: Game Designer Location: Frozen Wolf Limited
To be honest, the level screenshots were bad becouse of two resons, one, I dont want to put my good levels up before I get more things sorted in case they get stolen, and two, I rushed them so I could post asking for staff for a MOD before I actually had any good screenshots, give me a bit and I will post something good.
Re: Team Required Posted by wil5on on Sat Jan 28th 2006 at 11:24pm
wil5on
1733 posts
Posted 2006-01-28 11:24pm
wil5on
member
1733 posts 570 snarkmarks Registered: Dec 12th 2003 Occupation: Mapper Location: Adelaide
It's unreasonable to expect people to join your mod project if you havent been showing your best work, a professional mapper like yourself should know this. There wasnt a deadline for asking for a mod team, so theres no excuse for not showing your best work.

The game mechanics sound interesting, but your description is fairly vague. Be more precise, for example, "players must complete a series of tasks which are designed such that a single player cannot complete them alone" rather than "Anyway, for the MOD, the players will each have seperate tasks that they can choose to do, for instance, one player has to hack a door while the other gaurds them, or one player lays the charge and another clears the hall."
"If you talk at all during this lesson, you have detention. Do you understand?"
  • My yr11 Economics teacher
Re: Team Required Posted by Agent Smith on Sun Jan 29th 2006 at 1:04am
Agent Smith
803 posts
Posted 2006-01-29 1:04am
803 posts 449 snarkmarks Registered: Aug 30th 2003 Occupation: Uni Student Location: NSW, Australia


<div class="quote"><div class="quotetitle">? quote:</div><div class="quotetext">Just becouse I am not a reguler poster on the Snark Pit does not
meen I am not a proffesional. I very much doubt proffesional staff for
game companies such as EA Games even know you exist.


I am a proffesional mapper, I have been mapping for 5 years for 3
different games. I have had good staff management skills and I own a
registered company that has its own MMORPG coming out soon.


Just becouse I dont post here often does not meen I am not a pro, in
other words, you are being a bit self-centered thinking that if I dont
post here im a nobody.


</div></div>

Sorry if I offended you. But the fact those screenshots are basic at
best led me to make the logical assumption that you don't have much
experience. If you do have a a whole range of other professional work
that are not related to the mod I'd love to see them. You could post
them to gain some interest, since they wouldn't jeopardise the secrecy
of the mod.

Also while I may not be known by a company like EA, and I wouldn't want
to be, I am on a shortlist for a level design position at Irrational
Games in Australia, who have produced (and finished) games like SWAT 4,
Tribes Vengeance and Freedom Forces. If they are looking at hiring me,
then certainly I must have some abilities.


Ham and Jam Contributor
http://www.hamandjam.org

'Get your stinking paws off me, you damned dirty ape!'
Re: Team Required Posted by parakeet on Sun Jan 29th 2006 at 1:30am
parakeet
544 posts
Posted 2006-01-29 1:30am
parakeet
member
544 posts 81 snarkmarks Registered: Apr 30th 2004 Occupation: n/a Location: Eastern US
i dun like.. wood tables in spaceships.. A space ship should be pristine clean , white organized and by all means curvy :biggrin: . smoothing groups can be made and there's all sorts of fun :razz: . I've got .. nobody looking at me :razz: but then again , i don't want them to. I can live happily the way i want , without requiring recogonition . To me , that is peace of mind. ..

Technically for a mod.. . you need coding, models , textures , and maps .. and usually in this order.. Planning maps can be made early, but they generally are just fluff and usually don't make it through. Coding is the MOST important part.. it practically MAKES the mod. Before you start, you should make sure that it is POSSIBLE to recieve coders. Models should be made at almost the same time. Weapon models first , then player models. Then Textures for the models , must be made . then maps for them to live in. Then models to makethe map purty.=D.
.else /me ~kill you
www.arclan.net
Re: Team Required Posted by Haze on Sun Jan 29th 2006 at 9:13am
Haze
118 posts
Posted 2006-01-29 9:13am
Haze
member
118 posts 42 snarkmarks Registered: Jan 24th 2005 Occupation: Game Designer Location: Frozen Wolf Limited
Aight, I catch your drift, I will post a better level screenshot. As for my developers work I can not really show you levels becouse of non disclosure agreements, if I can find the screenshots of levels I have made for some games as a hobby I might post them, but that is if I can find them, I have hundreds of CDs of my old work lying around.

Give me a day or so and I will give you a preview of a good level I made.
Re: Team Required Posted by Gaara on Sun Jan 29th 2006 at 10:47am
Gaara
219 posts
Posted 2006-01-29 10:47am
Gaara
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219 posts 22 snarkmarks Registered: Aug 12th 2005 Occupation: Freelance Gynacologist Location: Australia
I'm curious as to what the MMORPG you releasing is. Also, no offense, but the wooden table made me laugh like hell. Didn't see that too much in Star Trek. Also the view of earth is pretty neat.
Reckless disregard for childrens well being, women and nothing but utter contempt for other cultures.
Re: Team Required Posted by fraggard on Sun Jan 29th 2006 at 1:22pm
fraggard
1110 posts
Posted 2006-01-29 1:22pm
fraggard
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1110 posts 220 snarkmarks Registered: Jul 8th 2002 Occupation: Student Location: Bangalore, India
Offtopic:

I know we don't get too many recruitment posts at the pit, but would it
be worthwhile to set up a set of guidelines? We seem to be repeating
some things (Post screens, post a site, post a proper story,
don't bitch, don't badmouth, use criticism, blah blah) quite frequently
to recruiters.

In ye olde days it used to be fun because it'd degenerate from the
recruiter's second post downwards, and then everyone would ridicule
him/her out. But now everyone's trying to be exaggeratedly patient and
avoid flaming the original poster, which is no fun at all... I think
it's worth writing up a list of Do's and Dont's on recruitment posts.
Anyone else?
Re: Team Required Posted by Captain P on Sun Jan 29th 2006 at 2:10pm
Captain P
1370 posts
Posted 2006-01-29 2:10pm
1370 posts 1995 snarkmarks Registered: Nov 6th 2003 Occupation: Game-programmer Location: Netherlands
Nah, fraggard, I don't think that'd be of much use. Those that are capable of finishing projects will read them but then again, these probably already know what it takes to get people interested in a project.

Those that aren't going to make it... is it likely they'll read the list?

Aanyway, to get back to the discussion... :smile:

I wasn't critisizing you, I asked questions about your ideas because they sounded somewhat vague. If you can't answer such questions from possible players, is your game thought out well enough then, or not? That's the main reason I'm asking these things. Don't take it as an attack - it isn't.

As for that MMORPG, does it have a website? Also, isn't doing a mod while creating a MMORPG just overkill? Since both are fairly large projects...

As for work getting stolen, why are people so scared of that? As far as I know my work never has been 'stolen' and frankly, I don't care too much about that risk either. I've got my stuff organized on my portfolio and all so those that should know it's my work, will know it's my work. So to say.

Create-ivity - a game development blog
Re: Team Required Posted by Haze on Sun Jan 29th 2006 at 2:41pm
Haze
118 posts
Posted 2006-01-29 2:41pm
Haze
member
118 posts 42 snarkmarks Registered: Jan 24th 2005 Occupation: Game Designer Location: Frozen Wolf Limited
The MMORPG is not a 3D FPS project, it has cost only about 5000 dollars to make, the website is www.kyrule.com or www.kyruleonline.com, its part of my company, Frozen Wolf, www.frozenwolf.com or www.frozenwolf.co.uk (the .co.uk is our online store and the .com one is our corporate site).

The MMORPG is not complete yet, I can get you some screenshots of the program itself if you like, but I do not want to turn this into a show off of my game thread, plus the textures are not ready yet.

I have to go out for a bit, I will be back later and then I will check through some of my old CDs for some of my other work.

My company registration number is 5674589 under Frozen Wolf Limited if you want to check it.
Re: Team Required Posted by Captain P on Sun Jan 29th 2006 at 8:35pm
Captain P
1370 posts
Posted 2006-01-29 8:35pm
1370 posts 1995 snarkmarks Registered: Nov 6th 2003 Occupation: Game-programmer Location: Netherlands
Oh, I think I've seen that site on gamedev.net a little while ago. Too bad it's not up yet, but I assume it's not the right time for that yet?

Anyway, I believe that company is real, no problem with that. I just hope you'll get that MMORPG finished and things go well, but I don't think that'll be an easy task and as you can see, people are often sceptic. No wonder given the fact 99 % of all mods fail. That's the thing you need to deal with while recruiting, amongst other things. I hope that explains our reactions some more.

Create-ivity - a game development blog
Re: Team Required Posted by Haze on Sun Jan 29th 2006 at 9:47pm
Haze
118 posts
Posted 2006-01-29 9:47pm
Haze
member
118 posts 42 snarkmarks Registered: Jan 24th 2005 Occupation: Game Designer Location: Frozen Wolf Limited
Yeah, I understand, I am to use to the old requiruting back when games were all sprites, staff then were very hard to come by and I would ask everyware and never excpect anyone to reply who was any good. I dont need to show evedence to them to get them to help then, I guess things are not as easy as they use to.
Re: Team Required Posted by Haze on Fri Feb 3rd 2006 at 12:48pm
Haze
118 posts
Posted 2006-02-03 12:48pm
Haze
member
118 posts 42 snarkmarks Registered: Jan 24th 2005 Occupation: Game Designer Location: Frozen Wolf Limited
I am making a preview level set in a city, but I am running out of ideas, anyone got any? I cant seem to think of anything that has not been done yet.