Valley Attack - Multiplayer RTS Tower Defence seeks talent!

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renegadeandy
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Valley Attack - Multiplayer RTS Tower Defence seeks talent!

Post by renegadeandy »

Hey everyone.

For a couple of months now I have been developing an RTS Tower Defence based game in 3d using Irrlicht. It started life in c++ and I am currently making the transition to using Java - Jirrlicht. This appears to be working nicely and gives lots of benefits Java includes.

Anyway. I have a blog for the game - however its hardly been touched in a while (so busy with the actual game!) and the whole SVN code repositotory to keep track of code is established and in full swing.

I am really after another main coder - and some artists who can design units / animate them. The game will eventually be entirely multiplayer based and it will be a professional product and renumeration will be discussed once a team member has agreed to join.

If anybody is interested - the blog which is now very out of date can be found here but you are better of getting in touch with me using one of the methods below and I would be more than happy to sell my deal to you!:

http://valleyattack.upsetpc.com

And please email me:

armcompservices@yahoo.co.uk

Msn me:

renegadeandy@hotmail.com

Pm me - here! Or join the IRC channel on quakenet #valleyattack

I hope to hear from people who are interested!

Thanks in advance,

Andy
Last edited by renegadeandy on Tue Aug 12, 2008 12:51 pm, edited 1 time in total.
rogerborg
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Post by rogerborg »

(Redacted). Good luck.
Last edited by rogerborg on Tue Aug 12, 2008 1:17 pm, edited 1 time in total.
Please upload candidate patches to the tracker.
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renegadeandy
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Post by renegadeandy »

Ive changed it a little bit - you are right, it needs work - im trying to gauge interest levels! Your comment probably will help my pitch, but it wont help when people read that underneath it!
renegadeandy
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Post by renegadeandy »

What really separates this game out from a lot of the rest of the projects is this game will have elements of what Kwari have tried to do.

If you have not heard about Kwari it is an FPS still quake game where the more you kill / score you win actual money.

I have tried this and was a beta for them, where my inspiration came from. It doesnt work well on their system in my opinion and thus want to improve - in the RTS field however.
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Post by JP »

So you're going to pay people to play your game? :shock:

How are you going to afford that? Do the players have to play to take part, so it's basically gambling? Sounds like a money loser to me!
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rogerborg
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Post by rogerborg »

Well, that's certainly an interesting model. It should go down well in Asia, although it would likely be unlawful in repressive regimes like the USA and Australia.

Granted, an RTS is a more natural fit for results based gambling than a FPS, but it's hard to see how you intent to succeed where Kawari crashed and burned. What is it that you intend to do differently in order to persuade new players that it's worth paying to be reamed over and over?
Please upload candidate patches to the tracker.
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renegadeandy
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Post by renegadeandy »

Simply put - Kwari failed in my eyes because of lag, and the random nature of which kills and deaths happened.

My game wont have this, its a direct 1 v 1 situation. Next thing - pitch people only against people they want to play against - means persuading a large user base, but if more people are playing - there will be a good match for a game to begin.

In The game i envision one person defending one person attacking. Thereofre it would work as follows:

One person defends, and the other player is choosing what to send in for attack - so they would have abudget and would send in various types of unit - whilst watching to see how the defence copes. Then the roles are switched. The player with the best aggregated score wins - but of course there will be bonuses and a very large free run based on play money to ensure bugs / and peoples interest is held.

Kwari also had the user pay for ammunition etc , this would work like poker, you both put a sum on the table, of the same amount - and then the winner gets it - instead of charging for ammunition etc I would take 2% of the total winnings as costs.
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Post by JP »

So what's your financial plan? Where does the winner's money come from? Solely from the money paid to play? Is that going to be enough?
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renegadeandy
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Post by renegadeandy »

Yes it will - its like poker,

If i am doing against *bill*, we agree a $4 stake, $8 total and winner gets
$7.84

...course its enough!
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Post by JP »

Have you actually planned all this out and figured out how you're going to handle the money side of things?
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renegadeandy
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Post by renegadeandy »

I plan on using WorldPay to accept all major credit / debit cards. This will inccur a large signup fee with worldpay - but this can be taken care of if progress is good enough.
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Post by rogerborg »

You know, this might actually work. In practice, I suspect it'll get nickled and dimed to death by charges - and killed by chargebacks - but it's certainly got the potential to succeed.

Since you'll need a large playerbase to be profitable, and that there's real financial incentives to cheat, I take it that it's obvious that the server and network design needs to be robust and to place little trust in the clients? i.e. that skimping on a robust security design is planning to fail?

Also, game balance is going to be critical. I'd strongly urge you to concentrate on those two issues rather than the visuals. The game should be fun, robust and balanced with placeholder graphics.
Please upload candidate patches to the tracker.
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renegadeandy
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Post by renegadeandy »

Fantastic advice Rogerborg - wish you wanted to be part of it!

Thanks
rogerborg
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Post by rogerborg »

Urgh, Java. It's like nuclear power; it has its uses, but you don't want to get any of it on you.
Please upload candidate patches to the tracker.
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Post by JP »

:lol: yeah that's another question i had, why the switch to java? most people go in the other direction
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