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Artists, Python programmers wanted

Started by FurryKef Feb 29, 2004 at 9:59 PM 3 replies 350+ views
Original Post
FurryKef
FurryKef
I''m designing a commercial strategy/RPG game (nicknamed Project: FurryRPG; no real title yet)...this is my first major project, but I have been programming for years now and have experience with testing out design ideas, and have some ideas of what can and cannot work in a game. I am experimenting with fuzzy logic (and writing a Python AI lib called Magrathea). At this time I only have a small bit of code and documentation, however much of the concept has been floating around in my head for a couple years now. I think I just need some help in getting everything down "on paper" and in code. I do not have a publisher at this time; I wish to develop a demo that may attract the attention of one, to help in developing the game. I''m programming the game in Python, using PyGame (an SDL binding) and PyOpenGL. I had considered other languages such as C, C++, and Java, but have rejected them because my design does not demand high performance nor any serious amount of low-level manipulation, and I have found Python to be much simpler to write code in (especially maintainable code) and debug. I need programmers to help me design and implement the code. Note that I do not need game designers at this time; I wish to be the one making the design decisions. I will accept game design input from other team members, but I will not consider it to be "a democracy" and will choose for myself what ideas have merit. However, code design and implementation issues are a different matter. At the moment I need one pixel artist (most of the game''s graphics will be 2D), one 3D artist (I''m experimenting with some limited use of cel-shading), and preferably several Python programmers. Your amount of experience with Python doesn''t matter; you can even join if you don''t speak a word of Python but you intend to (but I hope you have experience with other programming languages if you do). I would like to regularly hold small conferences on IRC or AOL Instant Messenger to discuss any issues to be resolved. (Like business meetings, except not useless.) My AIM name is FurryKef; you can contact me there if you wish to join. (Of course, I''ll stick around for responses to this post.) If you have any questions, ask away. - Kef
crazyj
crazyj
2d pixel artist here

doctaj13@hotmail.com


or AIM: Crazyj8906
FurryKef
FurryKef
I decided to provide more information about my project and to clear up a couple of things. First, this will be an ordinary single-player game. Introducing multiplayer would not be a good idea, trust me, considering the kinds of ideas I''d like to implement.

Second, to explain the "strategy/RPG" thing. This game will be unlike any game you''ve ever played. The idea began life as an RPG and is drifting toward strategy. The current design in my head is that you are an anthropomorphic animal ("furry") living on a continent of other similar creatures. (I decided to restrict the world to a single continent for now; if it proves easy enough to implement, it could be expanded to include multiple continents.) The continent will be a random map, depending on parameters set by the player (like how long a game he wants to play).

Now, I''m sure you''re wondering how the heck you can have an even semi-conventional RPG with a meaningfully random map. Of course, this implies that the towns and its inhabitants are random (otherwise, the randomness wouldn''t mean anything). The answer is: you can''t have a semi-conventional RPG with a meaningfully random map. Hence, the focus shift away from conventional elements (e.g., emphasis on plotline, which is usually linear or limitedly nonlinear) and towards something else. I decided the major themes of the game would be exploration, communication, and strategy.

For instance, emphasis is taken away from story and put into characters. Each character in the game will be a unique individual, complete with a different personality. Communication with these characters will not be simple one-way text as in most RPGs, but instead there will be an elaborate communication system. Right now I plan for it to have two versions: a simple menu-driven interface for the "casual" player, and an iconic language for the "hardcore" player. The result, I predict, will be characters the player can connect with, rather than the usually robotic characters of traditional RPGs.

I would go into more detail here, but I don''t want people stealing my ideas... If you''re serious about joining, I''ll tell more.

- Kef
FurryKef
FurryKef
bump.

I have two pixel artists now, and the 3D modeling can wait, but still need programmers!

- Kef
moonw
moonw
python programmer here

the_moon_warrior@yahoo.com

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