Dragonfly Racer - irrlicht programmer wanted

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youtty
Posts: 5
Joined: Mon May 25, 2009 6:50 pm

Dragonfly Racer - irrlicht programmer wanted

Post by youtty »

Hello,
I'm David Lelievre, I speak french, 26 years old, is a project for the realization of a racing game innovant: Dragonfly Racer - Attraction Wolrd. The game is protected. The team includes 2 modellers / animators 3D competent to map, route, insects (in fact, dragonflies are ready, we have a test application in Irrlicht giving us the idea of rendering). We have a very skilled programmer, but worked in the 3D flash game (ending) with level editor. The music of the game is pro quality, a sound engineer working on his original dragonflies.

I am looking for a programmer familiar idéalement Irrlicht. Our first version of the game should not be a gas factory, the aim being to produce 5 courses for this fall. Not need any particles or water realistic.

The gameplay is decided, a chart explaining the (arcade-style, f-zero-x, wipeout), but the gameplay makes news all 'insects' and a dreamlike atmosphere very powerful both in the choice of our skyboxes by music .

The project is serious. We want to produce 5 courses this fall, 2 demo free full version for $ 5 to start. This seems very feasible. The enthusiasm of the team vis a vis the concept is palpable.

It's never easy to share original designs on a forum, admit it! There are things we prefer to keep a house. But since it is difficult to recruit ... Here is a screenshot achieve, not by our modellers, but our old computer programmer who could not continue. The course is Memory Park and deals with the topic of the involvement of churches in the wars, primarily World War II:
http://www.coco-game.com/screen_prev.jpg
and music:
http://www.coco-game.com/preview_jeu.htm

It is not our true dragonfly. I can not show it here. I will send you a video on demand, which also explains the gameplay.

Besides, other routes planned 5: Savannah, Fall, Marais (mangroves and aquatic insects), New World, Eclipse.

I present to you New World (An outline of departure, made after the application test of a programmer, so forgive the faults):
http://www.coco-game.com/maya.html

Again, the music here is top quality and I can not give you the wav good on a forum. In addition the final assembly is different from the music video.

Do not sound quality. It is bad. When I say quality pro is that I buy all my music in banks free of rights, and "Quality Pro is the term used for these banks their best formats. They are professional, and what are their terms.

A version of the game would be sold without Memory Park (which is not sensitive to the hearts). I sell a version from $ 5 increase in price if the success is there. But if we consider it preferable to leave this first version of the game for free, a powerful interest could still arise. My AdSense earnings may be broke, and everyone's advantage. Right now I have an arrangement of 20% of income for each member, including the missing item.

You be the judge of the future of such a project. In truth, our current programmer can not work two projects at once, but may very well frame a newcomer. The project is well supported, though this may reassure some one.

Thanks a lot!
shadowslair
Posts: 758
Joined: Mon Mar 31, 2008 3:32 pm
Location: Bulgaria

Post by shadowslair »

Hm, it`s a strange idea, maybe interesting though. It depends on you and your motivation I think. I like the demo music. The graphics demo ( I know it`s rather old ) is not that good- you may need to make things more detailed, more realisitic. Put more details- some artificial grass, moved by the wind (check the grass node example). A flat wall blocking the vision of the user doesn`t look that cool- use invisivble walls to prevent the character leave the level, but use some combinations of different techiques - high and dense bushes, trees and on. You may give the user the option to switch to FP View, or change the TP view a bit. Then play around with the FOV of the camera to make more realistic feeling of an insect vision- this will improve your game play experience and will give some identity to the game. Put some more obstacles the player to avoid, some natural-style power-ups etc. Watch some insect videos and try duplicating some of the motion behaviour. Let the palyer be able to control the insect freely- flying with your wings towards the ground sounds fun. Check this example (credit goes to suliman) for a nice mouse-controlled controlling sheme:
http://irrlicht.sourceforge.net/phpBB2/ ... ht=suliman
Add some flying leaves or something- make the atmosphere more dynamic. You may use your insect`s sting to hurt the other players/NPCs etc. Give the player the feeling of being a small insect in a giant human world and on...

Irrlicht is capable of rendering lots of cool stuff outta there, so use it at max.

These were some fast ideas I had writing this post, but you may think about them. Hopefully everything will go as you want and expect. I`m dying to see more sucessful commercial projects using Irrlicht, so don`t blew it, please... :lol:

Good luck with that! :wink:
"Although we walk on the ground and step in the mud... our dreams and endeavors reach the immense skies..."
youtty
Posts: 5
Joined: Mon May 25, 2009 6:50 pm

programmer wanted

Post by youtty »

Thank you for your ideas. But you must know that no real route was still modeling. What I showed you ais application test, period. It has great ideas (autumn leaves in flight, hollow trunk, eclipse, mangrove swamps, aquatic insects). The purpose of this post is not to talk about our design ideas, I prefer to keep house. I want to show the minimum to win the heart of a programmer. I do not yet make a game last generation. I think our first version would already better than Star Wars Racer on N64. Our first version could attract interest, and would have already. It is not easy to convince a programmer to join us, so I showed you a little more:

Gamplay and dragonfly
http://www.coco-game.com/insect_racer/gameplay.jpg
http://www.coco-game.com/insect_racer/dragonfly.jpg
FreakNigh
Posts: 122
Joined: Thu Oct 19, 2006 7:31 am
Location: Orlando FL, USA
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Post by FreakNigh »

i think what he is trying to say is it looks great keep working on the details, not because they are bad but because you should always be working on the details...
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youtty
Posts: 5
Joined: Mon May 25, 2009 6:50 pm

Post by youtty »

I am not good in English. If I understand correctly, the graphics do not like you? I understand! But as I say, what I watch is not the work of modellers, but a programmer. If we have a good programmer with us (in Irrlicht) then there are greater possibilities. From animated grass? But why not! Or is that we do not know the limits of Irrlicht. A good programmer will help us to know what is possible and what is not. Otherwise, I'm sorry. My English not is very good. It may be that I do not understand your idea!

But if you doubt the graphics is that I want a 'concerned' before he introduced the team and the accomplishments of members.
The graphics is not worrisome. 3d graphic designers are good! It depends on what we glimpse a programmer.
youtty
Posts: 5
Joined: Mon May 25, 2009 6:50 pm

Post by youtty »

youtty
Posts: 5
Joined: Mon May 25, 2009 6:50 pm

programmer wanter

Post by youtty »

I respect your opinions, but I found that your ideas on the graphs of the project are a little unjustified. Games like WoW or other show the success of simple game graphics. Here's another example:
http://www.shot-online.fr/
The graphics are very simple!
And here are some examples of our dragonflies:
http://www.coco-game.com/ecaille.jpg


We are always looking a programmer who wants to make a gameplay effective, but we are not asking the impossible. This game will be free, and the world of free, there is no better. But the game of golf by offering up a 'pay' which seems to work, again with the simple graphics.
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