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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 arenīt build in (and I donīt 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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