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prototype building - paid #87823
08/28/06 15:34
08/28/06 15:34
Joined: May 2005
Posts: 97
G
gedimaster Offline OP
Junior Member
gedimaster  Offline OP
Junior Member
G

Joined: May 2005
Posts: 97
hi,

i need to build a prototype for an off-road car game. specs are provided below.the job has to be done in 1 month. pls send me a quote and also your contact details if you're interested to take up the job.


Environment
. day-night transition (should affect all objects in scene)
. incorporate skySystem (to be provided)
. weather effects: rain, snow, lightning
. customizable volume fog (position, size, density)
. volumetric clouds (using shaders)
. general - hdr rendering

Terrain system
. multi-texture shader than can support up to 6 textures (excluding masks)
. terrain that can be deformed (customize shape and size of influence)
. dust trail when vehicle moves
. mud trails on ground when vehicle moves
. upon impact with ground, aummunition leaves mark on terrain
. support for auto-creation of grass turfs

Objects
. shadows (soft shadows)
. collision detection using objects' polygonal hull
. level-of-detail selection
. car physics (3 different car models)
. each car has a missile launcher and a high-calibre machine gun

Game-specific
. radar to track friend and foe objects
. weapon system (missiles)
. missiles with smoke trail and collision detection/explosion effects
. illumination missile that can be hurled into the air to light up battlescene for a peiod
. high-calibre machine gun rounds
. 'slow motion' for selected entities/objects in game
. hud with basic statistics - fuel, ammo, health, shield and time
. function to replenish
. decal marks on objects when hit by missile or rounds

IO System
. keyboard mouse controls
. aiming sight, firing, weapon selection controlled by mouse, keyboard controls movement
. mapping to gamepad controls

Networking
. multi-player capable (up to 10 players)

Re: prototype building - paid [Re: gedimaster] #87824
08/28/06 16:22
08/28/06 16:22
Joined: Jul 2001
Posts: 6,904
H
HeelX Offline
Senior Expert
HeelX  Offline
Senior Expert
H

Joined: Jul 2001
Posts: 6,904
This would require an 10 hours day for 7 days a week, I would expect 4k-5k euros excluding artwork and scene-production per month. For one single developer with excellent skills, of course. Additionally I doubt that it will be complete after one month. I guess at least 2.5 on that manhour basis.

Last edited by HeelX; 08/28/06 16:23.
Re: prototype building - paid [Re: HeelX] #87825
08/28/06 18:22
08/28/06 18:22
Joined: Jan 2006
Posts: 1,829
Neustadt, Germany
T
TWO Offline

Serious User
TWO  Offline

Serious User
T

Joined: Jan 2006
Posts: 1,829
Neustadt, Germany
And if the game should be based on the A6 engine, the programmer has to improve or rewrite the render because softshadows and HDR rendering aren´t build in (and I don´t think the actual render can handle HDR in any way) And the time is to short, I expect even more then heelx, 4-5 months. But the price could fit.

Are you sure you want to pay so much?

Re: prototype building - paid [Re: TWO] #87826
08/28/06 21:20
08/28/06 21:20
Joined: Jun 2005
Posts: 4,875
broozar Offline
Expert
broozar  Offline
Expert

Joined: Jun 2005
Posts: 4,875

Re: prototype building - paid [Re: broozar] #87827
08/29/06 01:17
08/29/06 01:17
Joined: Jun 2004
Posts: 2,234
Wisconsin USA
FoxHound Offline
Expert
FoxHound  Offline
Expert

Joined: Jun 2004
Posts: 2,234
Wisconsin USA
If you're willing to pay for this you can get someone (myself included, but you'll need a retainer for me to start), if not you won't get this made because this isn't "newbie" type code that can be done by a group of 14 year olds hoping to make it big.


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Re: prototype building - paid [Re: FoxHound] #87828
09/04/06 15:02
09/04/06 15:02
Joined: Jun 2005
Posts: 130
K
khanoftruth Offline
Member
khanoftruth  Offline
Member
K

Joined: Jun 2005
Posts: 130
That would take some serious coding man!


The Galvanic Productions Hompage: www.GalvanicProductions.tk For our current project, click on the Nirvana link.
Re: prototype building - paid [Re: FoxHound] #87829
09/04/06 19:03
09/04/06 19:03
Joined: Jan 2004
Posts: 3,023
The Netherlands
Helghast Offline
Expert
Helghast  Offline
Expert

Joined: Jan 2004
Posts: 3,023
The Netherlands
Quote:

If you're willing to pay for this you can get someone (myself included, but you'll need a retainer for me to start), if not you won't get this made because this isn't "newbie" type code that can be done by a group of 14 year olds hoping to make it big.




LOL, oh the memories, yeah, i was like that when i was 14, hoping to make all my projects BIG

*looks at thread... starts RODLING again...*

too funny...


Formerly known as dennis_fantasy
Portfolio - http://www.designorhea.com/
Project - http://randomchance.cherrygames.org/
Re: prototype building - paid [Re: Helghast] #87830
09/05/06 17:03
09/05/06 17:03
Joined: Apr 2005
Posts: 1,988
Canadian, Eh
DLively Offline
Serious User
DLively  Offline
Serious User

Joined: Apr 2005
Posts: 1,988
Canadian, Eh
Is that an insult?


A8 Pro 8.45.4
YouTube: Create Games For Free
Free Resources: www.CGForFree.com
Re: prototype building - paid [Re: DLively] #87831
09/06/06 19:32
09/06/06 19:32
Joined: Jan 2004
Posts: 3,023
The Netherlands
Helghast Offline
Expert
Helghast  Offline
Expert

Joined: Jan 2004
Posts: 3,023
The Netherlands
Quote:

Is that an insult?




nope, but you need to be VERY talented to get something BIIIG at that age, usualy it takes quite some years to get to a certain degree before you can get something big indeed.
but hey, keep on working, it might actually work out for you
good luck.


Formerly known as dennis_fantasy
Portfolio - http://www.designorhea.com/
Project - http://randomchance.cherrygames.org/
Re: prototype building - paid [Re: Helghast] #87832
09/07/06 00:58
09/07/06 00:58
Joined: Jun 2004
Posts: 2,234
Wisconsin USA
FoxHound Offline
Expert
FoxHound  Offline
Expert

Joined: Jun 2004
Posts: 2,234
Wisconsin USA
About 90% of the people here first started working on games by doing a huge game, mine was a turn based RPG to be a fan game of my favorite show. While it didn't get made, it was valuable learning experience and helped to teach me about game making. I regret none of it.


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