Original Post
INTRODUCTION:
My name is Michael Kofman, I am a 6 year Web Developer, maintained 3 large web sites which produced over 10k hits a day and 70% unique visits (Anarckie.com, the-Chronicles.com, and JarvisGroups). Ran 2 communities one producing over 500 members (the-Chronicles.com, Anarckie.com). I have 4 years experience in Adobe PhotoShop, and 6 years in PaintShop Pro. I have managed to learn; HTML 4.0, DHTML, java-script, MySQL, PHP, CGI/Perl, FTP, Flash 4.0-MX, FireWorks, FreeHand, and more. I have got into Game Development 1 yr ago. In the meantime I have learned Maya, Poser, Bryce, and Adobe Premiere. All of which are top of the line software. Now I don''t want to bore you to a pulp so I''ll get to the point.
SO WHAT DO YOU WANT?:
I have began a web development team (Monkey Design) and wish to persue a career in the game industry as to most if not all of you at Flipcode.com. The problem is that getting into the industry is near impossible as many of you know. To become recognized as a unique and individual you have to have something extreme in your portfolio.
OK and HOW ARE YOU GONNA HELP US?:
I have just the answer for that. I have developed a title that is both orginal, emotional, clever, and fun to play(in theory). Personally I have only half a year of experience in C++ which is not yet solid enough for a title. I''m looking for individuals, or other small organizations with solid programming skill and some past experience with a lighter game to come and join Monkey Design. We have a Game Treatment available for to everyone who is intrested and qualified. Our team has the visual skill, and the designers but we need programmers. The game will run it''s own engine so those intrested must be prepared to spend serious time programming and working around dead lines. Most people on the team have not done anything like this. So we are recruiting 1 lead programmer who has had experience with 3D engines succesful or not and is will to lead the programmers into this crusade. The project is to take 2 to 3 years untill completion and end of testing. This game should rival most in market games today and will defintly earn respect as a programmer and designer.
WHO ARE WE REALLY LOOKING FOR:
Teams - If you own a small team already consider partnering up with Monkey Designs for this project both your team(company), and the individuals working on it will get praise. We need programmers not artist for this task.
Individuals - The following is a list of individual jobs available
Lead Programmer - Is responsible for the scheduling of the all the rest of the programmers as well as overall coordination. The lead programmer translates what is possible to the rest of the team as well as does most of the scripting on the engine. (Needs to be a good coordinator, actual experience of something like this is a must, good backbone and dedication). A Lead programmer would describe to the team how an engine is constructed and all it''s parts as well as assign jobs based on his/her judgement.
Programmers - This is a less responsible job where you simply are assigned jobs (by the lead programmer) and then write them before certain milestones end. We need as many of you guys as possible. The more the more flexible the project. (A SOLID programmer or someone with at least good library of experience years in C++)
AI - Program Artificial Intelligence in the engine. (Most of the broad information about AI is provided, that person must script it into the engine)
UI - User Interface (Most of this has already been designed but can be tweaked, overall the job would implant a UI into the engine)
Sound Engineer - Creates realistic sound for the engine. DO NOT confuse yourself here. You are not actually creating music, and sound effects. You are implanting this such as echo, direction, vibration, how sound reacts to materials. Etc.
Graphics Engineer - Could be looked on with the same perspective as a Sound Engineer having develop different aspects of the visual in the game.
ANY QUESTIONS:
What is the game about?
Katori is a female assassin 15 years of age. She comes from Paris and is put into a game of history, mistakes, regrets, and revenge. As the story slowly unfolds to reveal what happened to Katori 2 years ago, why she doesn’t have any memory of her past, why does she act so emotionless, and why do people keep referring to her as Moonbaby. While Katori struggles to solve puzzle by puzzle of what has been laid out for her. She meets characters each with a distinct personality that Katori begins to feel attached to. The game will trigger a mind of emotional roller coasters, and create an addicting Gameplay.
Why create this game?
This game is being created to satisfy anime fans, bring a new genre to the game industry, put something unique and impressive onto the resume and portfolio. The game industry lacks emotion in the games.
Where does the game take place?
The game takes place somewhere in the inner city France. Common locations in the game’s settings are the park, skyscrapers, art gallery, a garden, a construction site, apartments, etc. The game overall tries to keep the old styled France and combine it with the newer New York style. The exact location does not exist.
What do I control?
The player controls Katori which is equipped with grappling martial arts, Desert Eagle 5-0 (beautiful gun from Snatch), and a combat knife. As Katori the player can interact with any AI that walks on the streets, perform acrobatics, make decisions, and progress the story.
What are game controls like?
The game’s controls are fluid with a minimum button memorizations, and large library of possible combos, moves and techniques. Katori will be able to walk, run, roll, slide, push, pull, kick, shoot, swing, climb, jump, drop, dock, throw, run up the wall, stroll along side walls, push off from walls, break necks of enemies, drop on top of enemies shoulders, grab enemies clothing, throw enemies, and perform more combat techniques whenever Katori pulls out her gun which represents a mission or fight scene. On all the rest of the situations Katori can walk, talk, and interact. More on Gameplay is covered later in the design document.
What is the game visual like?
The game visual will be non photorealistic toon shading. Cynamatics will be used to develop the story. Seamless transitions between gameplay and cynamatics.
What is toon shading?
Toon shading is impression of flat cartoon graphics. The game’s toon shading will have a maximum of up to 6 shades per transition.
Why toon shading?
Toon shading creates faster renderings, provides the capability to create gameplay with high polys and keep a 60/50 fps gameplay.
What is the main focus?
The game’s main goal is discover about Katori’s past, and stop an organization from doing what was done to Katori ever again.
What is the sound like?
Sounds will be developed under ideas of realism, timing, and coordination. The engine will provide high control over sound direction, sound volume (as in density), and sound volume. The game will also provide voiceovers which will be available in cynamatics.
How will voices be coordinated?
Voice actors and actresses will be hand picked by the animators. Voices will be selected in the final stages of the production.
What is the music like?
Music will resemble a mixture of French anthems, techno beats, and vocalist melodies.
What is will the camera be like?
The camera will become a big hint between transitions of gun fights and story telling. The camera will be set separately in every location providing 3 possible modes; follow (will follow the player in 3d person view), static low detail (placed in a specific location further from the character during gun fights with high fps), static high detail (placed in creative position close to the characters during storytelling and conversation).
What will lighting be like?
Lighting will still consist of night scenes with blue tints, morning scenes with yellow and orange tints, and day scenes with white lighting. General lighting such as lamps and gun fires will be high densed light with a colored halo.
What will effects be like?
For lighting effects read above, other effects such as water, smoke, and fire. All will be toon shaded into a maximum of 3 shades staying true to the game’s visuals.
Why build a new engine?
The engine will provide special features for the game that are not yet available under open source. The engine will provide flexibility for further design and manipulations. It will provide developers with the complete understanding of the engine and it’s power, and development experience.
What’s different?
The game introduces a new visual style that creates stunning toon shaded graphics during all parts of Gameplay creating a very slim difference between cynamatics and actual gameplay. Combines different genres to create something new.
All those intrested in boosting their opertunity in the game industry please e-mail me at kofman2155@hotmail.com. I apolagize if I can not post details on the game publically but they are availble to those intrested. Any questions or concerns will be answered directly. Please reply withing the next week.
Sincerly Kofman,
Monkey Designs
Monkey See, Monkey Do