Skip to main content
GameDev.net gamedev.net
🔒 Locked

Programmer(s) needed for a space sim.

Started by Unknown Target Mar 29, 2004 at 12:42 PM 14 replies 950+ views
Original Post
Unknown Target
Unknown Target
Hi, I need programmers for a game I'm currently developing. Anyway, while I know you must get quite a few requests a month from upstarts who have this new "uber-awes0me d00de!" game, and have no idea how to make it, I'd like to say my approach is a bit different. I was/am an experienced mod developer before moving into the commercial game market, and as such have slightly more for this project than a few game play ideas and a setting. You can find more about the game here: http://free.hostdepartment.com/n/novamods/ I hope you find it a worthwhile endeavor All of the content on the web page was created by me, excluding the actual web page, which was created by a member of my staff. To discuss payment; the game's development is divided up into several areas, each making up a percentage of 100%. A staff member volunteers for a area, and when it is completed and in my hand, he gets that percentage added to his total percentage. When the game is finally sold, the profits are divided up according to this percentage. If the game is not sold (an unfortunate, but still somewhat possible occurrence), I forfeit all the work you have given me, and you get to keep it, no questions asked. Please respond as soon as possible, and thanks for your time! Jordan EDIT: I forgot to mention the graphics engine. It's going to be the Nebula Device, by Radon Labs. (http://www.radonlabs.de/) EDIT 2: I can be contacted on AIM by gbhunknowntarget, on MSN by unkown_target@yahoo.com (it's an old addie, it's mis-spelled ), and on ICQ as 146876422. I'll be happy to answer any questions put forth here (in this thread), to my e-mail, or over IM. [edited by - Unknown Target on March 29, 2004 6:12:55 PM] [edited by - Unknown Target on April 1, 2004 6:34:18 AM]
Unknown Target
Unknown Target
*small bump*

Is it that bad a concept?

By the way, since this was a former mod, I have some of the old stuff for it. If you want to see how I plan on balancing the game, and you have Freespace 2, I would be happy to send you the files.
Unsuspected
Unsuspected
When programmers decide to join a group, they usually prefer it to be a group with artists.
You appear to be a game designer, and most programmers dont want to join a team where you lay back in your chair and tell them your concept while they do all the work.
-Unsuspected
Unknown Target
Unknown Target
I am the artist All those models on the webpage are mine, and there are several others floating around the web and my hard drive (such as a couple capital ships, a cockpit, and a few fighters) that are not on the page.
Also, I do the concept artwork, and can model my own concepts, so that's good, too

I would say check the webpage, but the host seems to be down. There is artwork on the site. The best I can do, though, is this cockpit WIP:

http://dynamic4.gamespy.com/~freespace/forums/showthread.php?s=ed73292ed0e5a2941d711d4eeddd2fcd&threadid=21311

And this ship:

http://dynamic4.gamespy.com/~freespace/forums/showthread.php?s=58c99d7f4befaa04991bcf746c35453c&threadid=20640


Sorry for the confusion

EDIT: Spelling.



[edited by - Unknown Target on March 30, 2004 1:20:24 PM]
Unsuspected
Unsuspected
I would really suggest doing a little more art work and then reposting. I am not much of an expert on models, but it doesn''t seem like they took too long, and they aren''t even skinned. You should display several concept art and skinned meshes that you intend to use for the game. If they''re good enough, then you''ll have good chances of getting a programmer to team up with you. Most programmers are eager to work with an artist so that they can brag they programmed a game that actually looks good ^_^
Good luck.
-Unsuspected
Unknown Target
Unknown Target
Understood. However, would you mind checking out this album? It has the most recent stuff for the game (all of it):

[url]http://img19.photobucket.com/albums/v56/UnknownTarget/Milkshape/?multi=19[/url]

Cheers!
Unsuspected
Unsuspected
How come you don''t skin(texture) them ?
-Unsuspected
Unknown Target
Unknown Target
Still learning how It''s a long and tough process, hehe. Plus, in the grand scheme of things, it''s not REALLY mission-critical right now (you can put objects in the game, textures or no), so the progress in that area is a little slow
But I''ve got the basics, just have to work on refining my PS technique
hplus0603
hplus0603
Just to try and avoid a bit of confusion:

In game development (not mod development, mind you), "skinning" a model means setting up bone blend weights, and is part of the "rigging" process which you have to do after you model, but before you can animate.

The act of putting textures on models is usually called "mapping" the model, and sometimes "coording" (becuse it means putting U/V coordinates on the model).

Now, those space ships don''t really look like they need a lot of rigging, and no skinning at all. They do, however, need mapping ;-)
enum Bool { True, False, FileNotFound };
Unsuspected
Unsuspected
quote:
Original post by hplus0603
Just to try and avoid a bit of confusion:

In game development (not mod development, mind you), "skinning" a model means setting up bone blend weights, and is part of the "rigging" process which you have to do after you model, but before you can animate.

The act of putting textures on models is usually called "mapping" the model, and sometimes "coording" (becuse it means putting U/V coordinates on the model).

Now, those space ships don''t really look like they need a lot of rigging, and no skinning at all. They do, however, need mapping ;-)


I am stunned. I am almost positive I read that skinning was the process of putting textures and UV coordinates on the model. And it makes sense if you think about it, since the textures on the model are its "skin". I kind of want a second opinion, since I just don''t see how skinning can refer to setting up a skeleton system.
-Unsuspected
solipschism
solipschism
second opinion: it''s true. animated characters are typically represented by two things:

- a skeleton made up of joints/bones
- a mesh deformed by the skeleton

the mesh, for obvious reasons, is called the skin. so, skinning refers to setting up the rules that govern its deformation.
Allmight
Allmight
Third Opinion!

Yes, a skinned mesh is a model/mesh that is prepared for animation. Usually involves setting up bones for skeletal
animation etc. In other words, not texturing it.
-------------------------------------------------Founder and DirectorAllSoft Studios
Unknown Target
Unknown Target
Skinning is for FPS characters, texturing is for solid objects

Anyway, back to the issue of getting a programmer, please? :D I''ll TRY to skin/texture the models, if that''s what it requires, but I''d really prefer to start working on getting the core of the game together, rather than getting the purdy bits and pieces first
xegoth
xegoth
The replies about programmers wanting to work with artists is dead on. You might also get better results if you took the time to fix the spelling and grammatical errors in your original post. I''m a programmer, and I know if I see a help wanted post and they don''t even take the time to spell things correctly, I won''t reply. I won''t correct your post for you, but most word programs will. I think you''ll find fixing your spelling and grammar to be a worthwhile ''endeavor''.
Unknown Target
Unknown Target
Thanks for the hint. Done and done Willing to reconsider now? :D

Topic Locked

This topic has been locked by a moderator. New replies are not allowed.

Sign in to reply to this topic.