Debris - New project - Freeware/Voluntary - Help wanted
I am currently looking for a good Graphics Designer to create some vehicle models. The project stil lhasn't really kicked in, and there is still 0% code, but I would like to start experimenting with vehicles and their controls.
Thus I would need someone to create some models, specifically Helicopter (e.g. AH-64 Apache) models, other vehicles will be experimented with later.
I am still doing lots of work to come up with a good roadmap for the project, the biggest problem being that I don't really know Irrlicht, so I tend to come up with my own solutinos to problems.
Anyway, right now we (me + 2 programmers) will begin to do some experimenting with the helicopter on a terrain scene (using the default terrain map from Irrlicht/IrrEdit) and try to see how to implement such things as physics and controls.
Thus I would need someone to create some models, specifically Helicopter (e.g. AH-64 Apache) models, other vehicles will be experimented with later.
I am still doing lots of work to come up with a good roadmap for the project, the biggest problem being that I don't really know Irrlicht, so I tend to come up with my own solutinos to problems.
Anyway, right now we (me + 2 programmers) will begin to do some experimenting with the helicopter on a terrain scene (using the default terrain map from Irrlicht/IrrEdit) and try to see how to implement such things as physics and controls.
hardly you are going to find artists with 0% of code done...for asrtists is hard even if game is already done with place holder art....and that's what you need right now...You may wish to make a free account at turbosquid.com ...then do a search...with 'maximum cost' filed.. = 0$. That way, I bet you find more than one vehicle and copter...hardly those will be game ready...low pol art mapped for good performance, etc, etc, arent usually free. But even if is hi res stuff of like 15,000 tris, or 20,000 tris, or even more...no probs, any hardware for now can deal with it...if ur making not a crowsded rts...sorry, havent read this thread and what is all about... rarely those models are really textured: usually is material colors, only....You may wish apply an automatic poly reduction if you are lucky to have the latest free Vizup. If not, blender 2.44 I think has now a better decimator...not sure. But if is not an rts, but ur having for your first tests like 4 or 5 models loaded, you may be ok with that.
Finally making games again!
http://www.konekogames.com
http://www.konekogames.com
i dont use to, but i read the post... good story . Is far from the usual low level repetitive story...
Yet tho, I tend to think any project more than a pong or tetris, really needs more than luck to get ended...in mods , is mor eusual: all code is already there, and place holder art , and even final art of game, is allowed to be used in a mod...on the counter part, couldnt ever go comercial, nor you could do certain uses even if freeware..also, the coding would be totally limted: I wouldnt like to do mods, tho I admire the work they do.
Beware, midnight's comment is right. Don't use anything which is not created in your team. For placeholder, use whatever: u need to build ur game. For releasing, and trust me, doesnt matter if freeware, gpl or even bsd...Freecraft was issued, and many, many free games, freeware, also. They simply don't like that, matters less if ur just a bedroom coder, but they'll sue you anyway, seen tons of times.
The actual possibilities of just join that huge team are very small, if you want the truth, even less to keep 'em interested more than 3 weeks, even in this case with an interesting project.
Imo, projects which I see with a future, indie ones I mean, are small ones, which have an open door to progrssively grow to bigger ones: In 3 ways: graphics (problem nº 1 or nº 2, is the crazy amount of gfx needed for these games, more counting on the rare gfx artist up to work in free projects, or to end 'em) , game complexity, team.
If you try to start from the final powerful state, chances are the docs and initial code will end up embelishing only some of your HD folders...
If this wouldn't happen so incredibly often, I wouldnt speak so asured...
You're in time to rethink the project, start small, and...count on the minimum possible resources you have (way to not go wrong) :
-You as only permanent coder (helping hands doing that or this routine *is* realistic and good plan, even is each help is a one time only thing..just count only on that )
-Graphics, go with place holder art, and reefine game design so u can use a lot of repetitive -same meshes, instances- models. Add the variety and evolving stuff through game play, change of scenario using fractal terrains and ideas like that. Add coding effects, particles, or you can by code to help embelish without needing artists.
-start with something small but playable. people get involved waay easierly so.Plan on something that can grow from there.
No need to trash the idea, which sounds atractive.Just adapt it....
Forget it all, as this project is your hobby...or give it a thought if you want, is only my two cents
Yet tho, I tend to think any project more than a pong or tetris, really needs more than luck to get ended...in mods , is mor eusual: all code is already there, and place holder art , and even final art of game, is allowed to be used in a mod...on the counter part, couldnt ever go comercial, nor you could do certain uses even if freeware..also, the coding would be totally limted: I wouldnt like to do mods, tho I admire the work they do.
Beware, midnight's comment is right. Don't use anything which is not created in your team. For placeholder, use whatever: u need to build ur game. For releasing, and trust me, doesnt matter if freeware, gpl or even bsd...Freecraft was issued, and many, many free games, freeware, also. They simply don't like that, matters less if ur just a bedroom coder, but they'll sue you anyway, seen tons of times.
The actual possibilities of just join that huge team are very small, if you want the truth, even less to keep 'em interested more than 3 weeks, even in this case with an interesting project.
Imo, projects which I see with a future, indie ones I mean, are small ones, which have an open door to progrssively grow to bigger ones: In 3 ways: graphics (problem nº 1 or nº 2, is the crazy amount of gfx needed for these games, more counting on the rare gfx artist up to work in free projects, or to end 'em) , game complexity, team.
If you try to start from the final powerful state, chances are the docs and initial code will end up embelishing only some of your HD folders...
If this wouldn't happen so incredibly often, I wouldnt speak so asured...
You're in time to rethink the project, start small, and...count on the minimum possible resources you have (way to not go wrong) :
-You as only permanent coder (helping hands doing that or this routine *is* realistic and good plan, even is each help is a one time only thing..just count only on that )
-Graphics, go with place holder art, and reefine game design so u can use a lot of repetitive -same meshes, instances- models. Add the variety and evolving stuff through game play, change of scenario using fractal terrains and ideas like that. Add coding effects, particles, or you can by code to help embelish without needing artists.
-start with something small but playable. people get involved waay easierly so.Plan on something that can grow from there.
No need to trash the idea, which sounds atractive.Just adapt it....
Forget it all, as this project is your hobby...or give it a thought if you want, is only my two cents
Finally making games again!
http://www.konekogames.com
http://www.konekogames.com