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Re: Commercial Game Project [Re: tedledz] #161236
10/24/07 12:16
10/24/07 12:16
Joined: Mar 2003
Posts: 4,264
Wellington
Nems Offline OP

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Nems  Offline OP

.

Joined: Mar 2003
Posts: 4,264
Wellington
ANNOUNCMENT

The team is pleased to announce that lionclaws has come onboard as a level designer and brings a much needed second eye on the quality design process.

Re: Commercial Game Project [Re: Nems] #161237
10/28/07 23:55
10/28/07 23:55
Joined: Jun 2003
Posts: 51
Ohio
Mantis1967 Offline
Junior Member
Mantis1967  Offline
Junior Member

Joined: Jun 2003
Posts: 51
Ohio
I could do the textures for you.

Sample Rusty



Imagination is more important than knowledge...
Re: Commercial Game Project [Re: Mantis1967] #161238
10/29/07 00:09
10/29/07 00:09
Joined: Mar 2003
Posts: 4,264
Wellington
Nems Offline OP

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Nems  Offline OP

.

Joined: Mar 2003
Posts: 4,264
Wellington
Them welcome aboard and sign up here, a closed dev forum, I'll enter your details and you should good to go.

Fantastic example, sold me instantly as I thought 'if you could put that much detail in, you could really 'make' the project

ANNOUNCMENT

We are very pleased to announce that Mantis1967 takes on the role of Texturer for the project.
We are especially pleased that Mantis1967 brings a touch of class to the graphics of Project Abandonded bringing another proffesional notch to the Teams resume.

Re: Commercial Game Project [Re: Nems] #161239
10/29/07 00:36
10/29/07 00:36
Joined: Jun 2003
Posts: 51
Ohio
Mantis1967 Offline
Junior Member
Mantis1967  Offline
Junior Member

Joined: Jun 2003
Posts: 51
Ohio
I went to the Registration site, after I click Agree to these terms... nothing happens...


Imagination is more important than knowledge...
Re: Commercial Game Project [Re: Mantis1967] #161240
10/29/07 02:11
10/29/07 02:11
Joined: Mar 2003
Posts: 4,264
Wellington
Nems Offline OP

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Nems  Offline OP

.

Joined: Mar 2003
Posts: 4,264
Wellington
Sent you an email.

Re: Commercial Game Project [Re: Nems] #161241
11/29/07 11:59
11/29/07 11:59
Joined: Nov 2006
Posts: 33
A
alfredm Offline
Newbie
alfredm  Offline
Newbie
A

Joined: Nov 2006
Posts: 33
I am a experience low poly modeler and
I can help us about making every models
my samples:
www.trp.ir/Alfredmonster1.jpg
www.trp.ir/Alfredmonster2.jpg
www.trp.ir/Alfredmonster3.jpg
[for more explanation please contact me with
alfred.mh@gmail.com

Re: Commercial Game Project [Re: alfredm] #161242
12/02/07 18:01
12/02/07 18:01
Joined: Sep 2007
Posts: 268
United States
Doof_Guy Offline
Member
Doof_Guy  Offline
Member

Joined: Sep 2007
Posts: 268
United States
if yu still need a modeller i can help... look at my blog for sample work (link below)


To see what 3d models i have made and animated, see the link to my bloghttp://championsdawn.blogspot.com
Re: Commercial Game Project [Re: Doof_Guy] #161243
12/02/07 20:27
12/02/07 20:27
Joined: Mar 2003
Posts: 4,264
Wellington
Nems Offline OP

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Nems  Offline OP

.

Joined: Mar 2003
Posts: 4,264
Wellington
HI guys, thanks for the opportunity you both offer to the project but we are at this moment looking for versatile cross modellers as we are currently working on creating LOD pieces.

Character modellers would need to be advanced and capable of creating LODs per object, animations and skins.

All modellers need to be experienced in GStudio production pipeline as when a call is made to create an asset, it would save a lot of time if I didnt have to explain what I ment when giving the call. Having said that, modellers would then need to be familiar with basic game dev concepts and if none show up then if you dont mind, I may revisist you at a later date and take the time to train you up in dev pipelines as a modeller needs to be able to cover a lot of ground in Indy work.
However, before I do that, the team must first approve you as a candidate by majority.

There were some concerns expressed about alfredm relating to version inconsistancies as noted by one of the teams research results.

So Modellers,designers, programmers and concept developers are still very much needed

Re: Commercial Game Project [Re: Nems] #161244
12/06/07 21:27
12/06/07 21:27
Joined: Oct 2006
Posts: 106
i_program_games Offline
Member
i_program_games  Offline
Member

Joined: Oct 2006
Posts: 106
What's the scope of the kind of programming you need.

Re: Commercial Game Project [Re: i_program_games] #161245
12/07/07 03:55
12/07/07 03:55
Joined: Mar 2003
Posts: 4,264
Wellington
Nems Offline OP

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Nems  Offline OP

.

Joined: Mar 2003
Posts: 4,264
Wellington
Quote:

What's the scope of the kind of programming you need.




Currently seeking prototypers for rapid script creation and intergration for various calls, inclusive of basic AI, (already have proto's for many of the scripts) panels, entity view weaps, animation sequences and blending, animated sprite/quad fogs and mists, swarms, special weaps catagories, skills and abilities, visual modes like sonar view, air pressure view etc (some shader work here),

At present the development base script comprises player movements(ground and air), insect AI, scene management (including LOD and pending pre-loader system), basic in-game editing and in-game teleport for dev purposes, dynamic light management, basic level changer, fun weaps like plasma and missile guns/launchers(including player guided missiles)

Yet to intergrate 'vertice sewing' to work with LOD script, mdl detail mapping, sounds system, AI stacks for foraging, cleaning, socialising etc. or intergrate pre-loader (which wont really happen untill we really need it to )

What is needed is refinements or rewriting proto's to proof, creating proto's on call and eventually, conversion to lite-c and MP via Populace.

Characters require heavy attention as all have wall/ceiling climbing abilities(within the physiological scope of the entity concerned)with some being sesile or sentient stone age characters incapable of over arm throws, others capable but sporting tech systems including weaps with read outs, charges etc as well as the ability to jump levels to escape from player or hunt player down.

Should you wish to tackle some of the jobs,join in or work within a consultancy framework please sign up at this address introduce yourself, post links to work, what you can do and describe the level of involvement you would like to have and what you hope to get out of the relationship.
The Team will then assess and accept or decline as required.

It doesnt mater if you are an ace programmer or not, only that you can actually write working prototypes

Refer to first post for disbursment model details.

85% active involvment is required to meet disbursment obligations. This could also translate to an asset comprising an essential need for the game or contributing to a unique look and feel to the game by majority vote.

Depending on the out come of any involvement, your dispersment will be calculated from the time you participate to publication date and then for the expected lifespan of the publication, some 3 years and 6 months all told where upon this contract will mature.

If you are accepted, you will then gain access to the dev forums otherwise no entry is permitted to non active or non team members except for the public forums which unfortunatly are still pretty bare in details.

Please post all related queries here...

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