Original Post
Team name:

Lifetap Games
Project name:
CoE - acronym for actual game title, this is a demo for that game. (and still a working title atm)
Brief description:
Single player RTS/RPG hyrbid, pitting RPG play-style adventurers vs RTS play-style dungeon masters. One level 'tutorial' for each playable side vs computer AI. Unique skills/ability system in place of levels/experience, driven by a fame/infamy ranking system. The game is set in a dark apocalyptic fantasy world ( like if the world came to an end during the dark ages, towns are few and far between, food is sparse, and evil has an overwhelming and ever growing grip on the world. In the darkness, underground mostly, portals to other planes of existence have been summoned into this world by dark entities called Dark Masters.
Target aim:
Currently developing a freeware 2 level demo design, if the team stays solid and driven it may steamroll right into developing the full version.
Compensation:
Learning experience, portfolio piece, and a chance to create a feasible product with a team.
Technology:
Programming - C#/C++
3D Modeling - 3ds Max / Maya - ZBrush
2D Art - Photoshop- Zbrush
Talent needed:
3D Modelers
Effects Artists
Team structure:
David L. - 3D Animator, Game Designer, Project Manager
Erica C. - 2D Artist/Art Director
Koby D. - Lead Programmer
Montana R. - Programmer
Subinoy R. - 3D Artist
Richard M. - Concept Artist
Jordan S. - Concept Artist
Cristina J. - Concept Artist
Florian G. - Concept Artist
Robert S. - Composer / Sound Effects
Jay C. - Voice Actor
Website:
http://www.lifetapgames.com
Forum:
http://forum.lifetapgames.com (non developers will only be able to see general/news sections)
Contacts:
[email="dlanders@lifetapgames.com"]dlanders@lifetapgames.com[/email]
Previous Work by Team:
None, team is still being developed. Members have varying experience from other independent projects.
Additional Info:
Snippet of full game design:
Instanced based pvp multiplayer dungeon game pitting adventurers against dungeon masters. Adventurers go through a typical RPG style game, start off in a 3D lobby (main town) with instanced shops and can select from a list of DM dungeons based on level and quests. Adventurers will be able to choose from 5 of uniquely playable races and highly customize their hero's look. Armors and weapons will affect their appearance, and be different based on race, size, and item type.
DMs will choose an element and either pick a template dungeon or create a custom one based on building blocks provided. Depending on the element, how the dungeon is built, and the type of rooms customized (costs gold, which is gained gradually the longer the dungeon is 'live' and by killing adventurers) the dungeon will attract different types of monsters. Depending on DM infamy (gained by killing adventurers and completing quest objectives) stronger monsters will be attracted to the dungeon.
At mid level, DMs will be allowed to hatch a custom "hero" monster, put together by a customization utility for both physical appearance and ability types. As the monster gains experience it can evolve and eventually become an elite monster and then a Boss of the dungeon.
Concept Art:






Feedback:
Any

Lifetap Games
Project name:
CoE - acronym for actual game title, this is a demo for that game. (and still a working title atm)
Brief description:
Single player RTS/RPG hyrbid, pitting RPG play-style adventurers vs RTS play-style dungeon masters. One level 'tutorial' for each playable side vs computer AI. Unique skills/ability system in place of levels/experience, driven by a fame/infamy ranking system. The game is set in a dark apocalyptic fantasy world ( like if the world came to an end during the dark ages, towns are few and far between, food is sparse, and evil has an overwhelming and ever growing grip on the world. In the darkness, underground mostly, portals to other planes of existence have been summoned into this world by dark entities called Dark Masters.
Target aim:
Currently developing a freeware 2 level demo design, if the team stays solid and driven it may steamroll right into developing the full version.
Compensation:
Learning experience, portfolio piece, and a chance to create a feasible product with a team.
Technology:
Programming - C#/C++
3D Modeling - 3ds Max / Maya - ZBrush
2D Art - Photoshop- Zbrush
Talent needed:
3D Modelers
Effects Artists
Team structure:
David L. - 3D Animator, Game Designer, Project Manager
Erica C. - 2D Artist/Art Director
Koby D. - Lead Programmer
Montana R. - Programmer
Subinoy R. - 3D Artist
Richard M. - Concept Artist
Jordan S. - Concept Artist
Cristina J. - Concept Artist
Florian G. - Concept Artist
Robert S. - Composer / Sound Effects
Jay C. - Voice Actor
Website:
http://www.lifetapgames.com
Forum:
http://forum.lifetapgames.com (non developers will only be able to see general/news sections)
Contacts:
[email="dlanders@lifetapgames.com"]dlanders@lifetapgames.com[/email]
Previous Work by Team:
None, team is still being developed. Members have varying experience from other independent projects.
Additional Info:
Snippet of full game design:
Instanced based pvp multiplayer dungeon game pitting adventurers against dungeon masters. Adventurers go through a typical RPG style game, start off in a 3D lobby (main town) with instanced shops and can select from a list of DM dungeons based on level and quests. Adventurers will be able to choose from 5 of uniquely playable races and highly customize their hero's look. Armors and weapons will affect their appearance, and be different based on race, size, and item type.
DMs will choose an element and either pick a template dungeon or create a custom one based on building blocks provided. Depending on the element, how the dungeon is built, and the type of rooms customized (costs gold, which is gained gradually the longer the dungeon is 'live' and by killing adventurers) the dungeon will attract different types of monsters. Depending on DM infamy (gained by killing adventurers and completing quest objectives) stronger monsters will be attracted to the dungeon.
At mid level, DMs will be allowed to hatch a custom "hero" monster, put together by a customization utility for both physical appearance and ability types. As the monster gains experience it can evolve and eventually become an elite monster and then a Boss of the dungeon.
Concept Art:






Feedback:
Any