The Last Militia (IGF 2012 game) needs character artists
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- Posts: 1691
- Joined: Sun May 18, 2008 9:42 pm
The Last Militia (IGF 2012 game) needs character artists
Introduction
The Last Militia will be a 3D Action/Adventure/Shooter hybrid set in the late middle ages. Players will control four characters, and can switch among them at any time to complete the current objective. You must fight against a horde of insect like creatures to protect the survival of the entire human race.
Website
http://thelastmilitia.blogspot.com/
Team name
Icicle Studios (not registered yet)
Target aim
Currently planning to enter in the next IGF. Possibly shareware or OnLive after that.
Compensation
All team members will receive a share of any prizes. Team members will also get a share of any revenue generated if we eventually get to sell the game: whether as shareware, or OnLive, or whatever. Everyone that does any work will be credited.
Technology
The Last Militia runs on PC, and could be ported to nearly any other platform that has 3D graphics capabilities. Technology used to develop the game include:
Programming
Visual C++ Express Edition 2010
BitBucket (project hosting)
Engine and middleware
Irrlicht graphics engine
Bullet physics
Squirrel
Art and design
Any image editor that can produce PNG and JPEG files.
Blender
EditIrr: https://sourceforge.net/projects/editirr/
Team structure
(me) Programmer/Project lead
Talent needed
3D Character artist. Should have a few realistic characters in his/her portfolio. If you can animate characters also then that would be even better.
Contact
For more information, including design document and concept art. Please contact me:
TheLastMilitia@gmx.com
or send a PM.
Last edited by 3DModelerMan on Tue Dec 14, 2010 2:40 pm, edited 5 times in total.
That would be illogical captain...
My first full game:
http://www.kongregate.com/games/3DModel ... tor#tipjar
My first full game:
http://www.kongregate.com/games/3DModel ... tor#tipjar
Pretty brave, starting a topic on game when almost nothing is done yet.
irrRenderer 1.0
Height2Normal v. 2.1 - convert height maps to normal maps
Step back! I have a void pointer, and I'm not afraid to use it!
Height2Normal v. 2.1 - convert height maps to normal maps
Step back! I have a void pointer, and I'm not afraid to use it!
The same thing that will happen to this one?
This is why i always announce things that I am working on only when it's (nearly done) / done.
This is why i always announce things that I am working on only when it's (nearly done) / done.
irrRenderer 1.0
Height2Normal v. 2.1 - convert height maps to normal maps
Step back! I have a void pointer, and I'm not afraid to use it!
Height2Normal v. 2.1 - convert height maps to normal maps
Step back! I have a void pointer, and I'm not afraid to use it!
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- Posts: 1691
- Joined: Sun May 18, 2008 9:42 pm
The penguin game was not built on a strong framework I coded myself into a corner quickly. I'm starting The Last Militia by programming what I'm calling "The Icicle Engine" it's using Irrlicht for rendering, and Havok for physics, I've been putting effort into making it as portable and reusable as possible, so that I can build other games with it (possibly starting up Pingy again). This is actually the third project I've started, Pingy was one, and then there was another called Wolfpack that I was working on, but after the second one I realized I had been doing it wrong. So I bought Game Coding Complete and learned how to do it right. I'll post what I've got here as soon as it's ready for my blog. I'm sorry, I didn't realize it was against the rules. How long do I have to put up art and progress? I should have it ready in a couple days.
That would be illogical captain...
My first full game:
http://www.kongregate.com/games/3DModel ... tor#tipjar
My first full game:
http://www.kongregate.com/games/3DModel ... tor#tipjar
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- Posts: 1186
- Joined: Fri Dec 29, 2006 12:04 am
Yeah, the sketches on his site look really good. If you can do those models in-game parallax mapped, i bet it will look awesome.
I may be a little negative when someone's starting a new project without not too much done, because a few years ago, I was developing a mod for gothic 2. There was this huge forum section on worldofgothic for mods, and 80% of the mods that were announced, were never finished.
I may be a little negative when someone's starting a new project without not too much done, because a few years ago, I was developing a mod for gothic 2. There was this huge forum section on worldofgothic for mods, and 80% of the mods that were announced, were never finished.
irrRenderer 1.0
Height2Normal v. 2.1 - convert height maps to normal maps
Step back! I have a void pointer, and I'm not afraid to use it!
Height2Normal v. 2.1 - convert height maps to normal maps
Step back! I have a void pointer, and I'm not afraid to use it!
I think it's just a normal thing: most of the projects announced never get finished, and I know why: the *very small* game I'm writing on is still progressing - and I started it about a year ago. I think a lot of people lose their interest after such a long time.
Sorry for OT.
Sorry for OT.
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- Posts: 1691
- Joined: Sun May 18, 2008 9:42 pm
Yeah no problem, I'm actually working on the models right now in 3D World Studio. I'm planning to put them up on my blog. I can just give out the source code of the old Pingy if people want to see if there's anything good in there.
That would be illogical captain...
My first full game:
http://www.kongregate.com/games/3DModel ... tor#tipjar
My first full game:
http://www.kongregate.com/games/3DModel ... tor#tipjar
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- Posts: 1691
- Joined: Sun May 18, 2008 9:42 pm
This ones a realistic one. I'm trying to fix the Pingy code base at the same time though. Oh I added an RSS feed to my blog.
That would be illogical captain...
My first full game:
http://www.kongregate.com/games/3DModel ... tor#tipjar
My first full game:
http://www.kongregate.com/games/3DModel ... tor#tipjar
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- Posts: 1186
- Joined: Fri Dec 29, 2006 12:04 am
A few words about clean code.3DModelerMan wrote:
These methods are implemented in the header and are very short, so you should declare them inline.
The pointers never change, so you should return a constant pointer.
The methods don't change the state of the CGameManager object, so you should declare them const too.
Thus,
Code: Select all
inline irr::IrrlichtDevice* const getIrrlichtDevice() const { return m_IrrlichtDevice; }
//same for getHavokWorld
"Whoops..."