Original Post
Team name:
Brief description: CNM is creating a Empire building MMORTS game based in space. Where the player commands his empire to victory by using his tactics, creativity, and ingenuity. Here at CNM we believe the player has enough rules in his life and enough people he must answer to. So why should he have to play a game where he must fallow some pencil pushers rules? We want you to be the master and commander of your race. The game is designed to allow the player the power to create and control his fleets as he wishes. he can customize the ships weapons, hulls, formations, reactions to enemies, colors and much more. It is impossible to sum up all of the Customization and freedom in a post so if you are interested feel free to write me with any questions. We are also taking old ideas and revamping them. Every RTS player knows about formations and stances (hold ground, aggressive etc). Well we are taking the great idea and making it better. In this game we give the player the power to designed his own formations with a in game “Formation Builder”. then he can assign it to any fleet or squadron, we are doing a similar thing with stances. Allow the player to set up custom fleet stances that will react on specific triggers the player can set up in a “Stance Builder”. CNM take great pride in there work and are dedicated enough to create a game worthy of being called a true MMORTS. It is not easy to sum up 3000 hours of game conception into 1 forum post. If you are interested and would like to know more send me a email.
Target aim: a MMORTS for retail, after release we will continue expanding and improving it. or be bought out, Compensation: We already have inverters interested, for now they only cover basic expenses. They require us to show them a working alpha and then we will start to have more of a cash flow. I do not know if it will cover full salaries but it will be a start. Before you start work we will also agree a pone compensation and I will have a contract written up to secure that you will be payed for the work you do nomater the outcome of the project. Technology: Target system is PC. We are quite far along in developing our own engine, we were working with the Trinigy engine but as it turned out we had to edit the engine to the point of just dropping it and deciding to build out own. So far that has proven to be a good decision as we have completed the base client code and completed the server side.
Talent needed: Open Positions: 2D artist, Particle effects artist, 1-2 more Ship & environment concept artist Possible Openings: Another Client side coder(C++/Dx 9.0) 3D Ship Artist Team structure: ->Project Manager Nick Nieuwoudt ->Coders Matt Ibbotson (Lead Coder) Jonathon Davis ->Ship Modelers Nathan Carlisle Nikki Richards ->Biological Modelers Slocik Nicholas Tenhue Patrick Delmastro ->Environment Modelers Patrick Bauregger ->Ship Concept Artists Lee Leo abraham wongso ->Environment Concept Artists & Painter Adam Burn ->2D & GUI Artists Nick Nieuwoudt ->Composers Roc Lee ->Ship Voice Actress Rhian Chilcott ->Sound effects Henry Solberg Giorgio Riolo ->Story Writers Guo ZhanTong Michael
Website: CodeNameMortus.com website is still under construction been to busy with geting the alpha running ontime to deal with it. Contacts: you may Email me at Nick@codenamemortus.com you may also add me on Windows live messenger Zagoalie@msn.com Previous Work by Team: Code Name Mortus team joined together for this project so we have not created anything together before. Here are some of the projects our members contributed to before joining this project. Section 8
Additional Info: one of the major aspects of this game that sets it apart from other RTS games is the fact it is a FPS&RPG. (Bare with my wile I explain this concept) wen you are in “RTS” mode your FOV is locked onto a hologram representation of the battle fleed. effectively anything you would normally see on your screen in a RTS but it is in Holographic forum, this allows us to add much more immersion to the game as you can exit RTS mode and enter free rome and walk about the capital ships Bridge speak to the crew interact with them, and you can hire better crew members for your bridge who have special skills that fit your tactical style. Also the character your play, the fleets Admiral can gane XP and similar to the way in most RTS games the units can gain ranks (1 star 2 star 3 star units) instead of that system your units will gain a few small bounces from the rank of the admiral in that fleet, giving a bit of a RPG feel of leveling up and picking your attributes. If your capital ship is destroyed in a battle there is a bit of a delay wile your second in command ship is upgraded to a capital ship which adds a new level of tactics, hiding your capital ship and spotting the enemies capital ship to be able to destroy it. You loss your crew and Admiral wen you loss your capital ship but the bounces they give are not that important, they are nice and helpfull but you can win without them. I made a post here a wile back about this project, and I was asked 1 question over and over so I would like to address it here. Question: how will you make the game fun to play and have concisenesses for losing a fleet, yet make it easy enough to recover from, that the player does not just give up. Problem: in my view this is the 1 area every single MMORTS I have played have a problem. on one hand if you make the units take 1 hours to build a simple ship then no one will ever PvP because it would take a week to recover from your losses, but if you make it so you can advance so quickly to having larger forces then losing units means nothing. Our Answer: Ships build quickly and there is a unit cap based on the size of your empire (more space=more units / more space=more units needs to defend it). But what determans the strength of a fleet is its Tech level, what weapons the ships are equipped with, what shields and armer plating. Also Ship classes must be researched or discovered. So effectively it means having a Super Dreadnought is not as valuable as having the Tech level to be able to build one. If a new player attacks a veteran player and losses 2 fleet but discovers 1 new weapons it is a victory for him because wen he rebuilds his fleets which will not take that long they will be stronger now because they can be equipped with the new Tech he gained. This allows players to enjoy PvP on both side, the victor still destroyed 2 enemy fleets with minimal losses, and the loser still discovered a new weapon. storyline overview Written by Michael It was a golden age of science and exploration in the galaxy, and peace was enjoyed through a balance of power between the 5 major empires: the Acaeans, who had a natural affinity for nature and quickly mastered all facets of biology and genetic engineering, the Aszendi, who had developed their minds almost to the point of shedding their physical form, the Humans, who, through guile and vast numbers, had become a force to be reckoned with in the galaxy, the Verunas, whose technical proficiency yielded untold wonders of steel and circuitry, and the Cauldron-Born, an artificial race who had long outgrown their original programming. As with all good things, it couldn’t last. The Acaeans, in their endless search to better understand the inner workings of their own nature as well as others, attempted to biologically engineer a race of beings that could survive in space. They succeeded, and named their creation the Naraku. Thus began the fall of the galaxy. The Acaean’s built the Naraku far too well, and they very quickly grew out of control. The genetically-engineered insectoid’s within months expanded throughout the known galaxy. Sensing their own impending dooms, the 5 powers each independently launched seeder ships across the galaxy, filled with their genetic seed, and the knowledge that seed would need to thrive. The Acaeans were the first to fall, but the others soon followed. Quickly the civilized portions of the galaxy were nothing more than extensions of the Naraku hive-mind, and the seeder ships were the galaxy’s only hope. Now, after thousands of years of evolution, your race, from out of the great ships that birthed you, is now ready to expand once again into the stars and reclaim the birthright your forefathers entrusted to you: Everything. Here is a few tastes of the artwork. Ingame Fighter,Frigate,Cruiser & Dreadnought models for 3ed fleet (NOTE the alpha color is pink/purple so everything that is that color means that the player will be able to decide what color what will be)
Painting By Adam Burn
painting by Adam Burn
Human crew Admiral
Alien crew Admiral
Crew MoCap animation ">Crew working on wall panle Example of the ship or "computers" voice ingame. (Voice acting done by Rhian Chilcott) Hostils Detected Easter Egg Feedback: Any and All feedback is welcome, Note* before CNM even started on this project we all worked 6 hours a day for over a year just working everything out, there is many issues to go over in a MMORTS we know this. And we worked for over 3000(- Coffee time) hours just going threw all of the issues we may run into and coming up with solutions before we do. All information and images are Copywrite of CodeNameMortus.LLC [Edited by - Zagoalie on December 1, 2009 4:35:17 AM]
Brief description: CNM is creating a Empire building MMORTS game based in space. Where the player commands his empire to victory by using his tactics, creativity, and ingenuity. Here at CNM we believe the player has enough rules in his life and enough people he must answer to. So why should he have to play a game where he must fallow some pencil pushers rules? We want you to be the master and commander of your race. The game is designed to allow the player the power to create and control his fleets as he wishes. he can customize the ships weapons, hulls, formations, reactions to enemies, colors and much more. It is impossible to sum up all of the Customization and freedom in a post so if you are interested feel free to write me with any questions. We are also taking old ideas and revamping them. Every RTS player knows about formations and stances (hold ground, aggressive etc). Well we are taking the great idea and making it better. In this game we give the player the power to designed his own formations with a in game “Formation Builder”. then he can assign it to any fleet or squadron, we are doing a similar thing with stances. Allow the player to set up custom fleet stances that will react on specific triggers the player can set up in a “Stance Builder”. CNM take great pride in there work and are dedicated enough to create a game worthy of being called a true MMORTS. It is not easy to sum up 3000 hours of game conception into 1 forum post. If you are interested and would like to know more send me a email.
Target aim: a MMORTS for retail, after release we will continue expanding and improving it. or be bought out, Compensation: We already have inverters interested, for now they only cover basic expenses. They require us to show them a working alpha and then we will start to have more of a cash flow. I do not know if it will cover full salaries but it will be a start. Before you start work we will also agree a pone compensation and I will have a contract written up to secure that you will be payed for the work you do nomater the outcome of the project. Technology: Target system is PC. We are quite far along in developing our own engine, we were working with the Trinigy engine but as it turned out we had to edit the engine to the point of just dropping it and deciding to build out own. So far that has proven to be a good decision as we have completed the base client code and completed the server side.
Talent needed: Open Positions: 2D artist, Particle effects artist, 1-2 more Ship & environment concept artist Possible Openings: Another Client side coder(C++/Dx 9.0) 3D Ship Artist Team structure: ->Project Manager Nick Nieuwoudt ->Coders Matt Ibbotson (Lead Coder) Jonathon Davis ->Ship Modelers Nathan Carlisle Nikki Richards ->Biological Modelers Slocik Nicholas Tenhue Patrick Delmastro ->Environment Modelers Patrick Bauregger ->Ship Concept Artists Lee Leo abraham wongso ->Environment Concept Artists & Painter Adam Burn ->2D & GUI Artists Nick Nieuwoudt ->Composers Roc Lee ->Ship Voice Actress Rhian Chilcott ->Sound effects Henry Solberg Giorgio Riolo ->Story Writers Guo ZhanTong Michael
Website: CodeNameMortus.com website is still under construction been to busy with geting the alpha running ontime to deal with it. Contacts: you may Email me at Nick@codenamemortus.com you may also add me on Windows live messenger Zagoalie@msn.com Previous Work by Team: Code Name Mortus team joined together for this project so we have not created anything together before. Here are some of the projects our members contributed to before joining this project. Section 8
Additional Info: one of the major aspects of this game that sets it apart from other RTS games is the fact it is a FPS&RPG. (Bare with my wile I explain this concept) wen you are in “RTS” mode your FOV is locked onto a hologram representation of the battle fleed. effectively anything you would normally see on your screen in a RTS but it is in Holographic forum, this allows us to add much more immersion to the game as you can exit RTS mode and enter free rome and walk about the capital ships Bridge speak to the crew interact with them, and you can hire better crew members for your bridge who have special skills that fit your tactical style. Also the character your play, the fleets Admiral can gane XP and similar to the way in most RTS games the units can gain ranks (1 star 2 star 3 star units) instead of that system your units will gain a few small bounces from the rank of the admiral in that fleet, giving a bit of a RPG feel of leveling up and picking your attributes. If your capital ship is destroyed in a battle there is a bit of a delay wile your second in command ship is upgraded to a capital ship which adds a new level of tactics, hiding your capital ship and spotting the enemies capital ship to be able to destroy it. You loss your crew and Admiral wen you loss your capital ship but the bounces they give are not that important, they are nice and helpfull but you can win without them. I made a post here a wile back about this project, and I was asked 1 question over and over so I would like to address it here. Question: how will you make the game fun to play and have concisenesses for losing a fleet, yet make it easy enough to recover from, that the player does not just give up. Problem: in my view this is the 1 area every single MMORTS I have played have a problem. on one hand if you make the units take 1 hours to build a simple ship then no one will ever PvP because it would take a week to recover from your losses, but if you make it so you can advance so quickly to having larger forces then losing units means nothing. Our Answer: Ships build quickly and there is a unit cap based on the size of your empire (more space=more units / more space=more units needs to defend it). But what determans the strength of a fleet is its Tech level, what weapons the ships are equipped with, what shields and armer plating. Also Ship classes must be researched or discovered. So effectively it means having a Super Dreadnought is not as valuable as having the Tech level to be able to build one. If a new player attacks a veteran player and losses 2 fleet but discovers 1 new weapons it is a victory for him because wen he rebuilds his fleets which will not take that long they will be stronger now because they can be equipped with the new Tech he gained. This allows players to enjoy PvP on both side, the victor still destroyed 2 enemy fleets with minimal losses, and the loser still discovered a new weapon. storyline overview Written by Michael It was a golden age of science and exploration in the galaxy, and peace was enjoyed through a balance of power between the 5 major empires: the Acaeans, who had a natural affinity for nature and quickly mastered all facets of biology and genetic engineering, the Aszendi, who had developed their minds almost to the point of shedding their physical form, the Humans, who, through guile and vast numbers, had become a force to be reckoned with in the galaxy, the Verunas, whose technical proficiency yielded untold wonders of steel and circuitry, and the Cauldron-Born, an artificial race who had long outgrown their original programming. As with all good things, it couldn’t last. The Acaeans, in their endless search to better understand the inner workings of their own nature as well as others, attempted to biologically engineer a race of beings that could survive in space. They succeeded, and named their creation the Naraku. Thus began the fall of the galaxy. The Acaean’s built the Naraku far too well, and they very quickly grew out of control. The genetically-engineered insectoid’s within months expanded throughout the known galaxy. Sensing their own impending dooms, the 5 powers each independently launched seeder ships across the galaxy, filled with their genetic seed, and the knowledge that seed would need to thrive. The Acaeans were the first to fall, but the others soon followed. Quickly the civilized portions of the galaxy were nothing more than extensions of the Naraku hive-mind, and the seeder ships were the galaxy’s only hope. Now, after thousands of years of evolution, your race, from out of the great ships that birthed you, is now ready to expand once again into the stars and reclaim the birthright your forefathers entrusted to you: Everything. Here is a few tastes of the artwork. Ingame Fighter,Frigate,Cruiser & Dreadnought models for 3ed fleet (NOTE the alpha color is pink/purple so everything that is that color means that the player will be able to decide what color what will be)
Painting By Adam Burn
painting by Adam Burn
Human crew Admiral
Alien crew Admiral
Crew MoCap animation ">Crew working on wall panle Example of the ship or "computers" voice ingame. (Voice acting done by Rhian Chilcott) Hostils Detected Easter Egg Feedback: Any and All feedback is welcome, Note* before CNM even started on this project we all worked 6 hours a day for over a year just working everything out, there is many issues to go over in a MMORTS we know this. And we worked for over 3000(- Coffee time) hours just going threw all of the issues we may run into and coming up with solutions before we do. All information and images are Copywrite of CodeNameMortus.LLC [Edited by - Zagoalie on December 1, 2009 4:35:17 AM]
