Original Post
Team name:
Aurorian Group Project
Project name:
Divinitas (Working title only)
Brief description:
The Divinitas Project is an effort which is two-fold. First, it aims to construct a new engine using OpenCL for Voxel raycasting. Second, it aims to utilize this engine to produce vibrant, realistic fantasy worlds through the use of procedural generation. The procedural methods developed and the engine created could potentially be marketed even if commercialization of the game fails. The gameplay is intended to be similar in nature to a fusion of existing elements; the sandbox-nature of Minecraft/Terraria, the depth of dynamic world content creation in games like Dwarf Fortress, and the depth of character interaction of games like Elder Scrolls, Mount & Blade, and so on. We expect to cut back on various elements involved here, but these are 'ideal' goals, and we have devised a plan for their general implementation.
As to progress, the Aurorian team has been working mostly on the initial stages, and the Divinitas Project was begun just over 3 months ago. We expect the game to take around two more years, give or take, to reach completion. Much depends on when funding can be attained.
Target aim:
[color="#1c2837"]Currently, the aim of this project is to market it via online means only. Several options and avenues to execute this are currently being discussed.
[color="#1c2837"]
[color="#1c2837"]
Compensation:
[color="#1c2837"]No payment is available up-front, however I have a connection to a medium-sized company specialized in web development who have expressed great interest not only in this specific project, but also in setting up a new branch for game development should the project succeed. They would potentially be willing to set up increasing sums of funding for the project's development based on milestones. Additionally, project members will be awarded a percentage of potential revenues as-per the Aurorian Group Project agreement.
[color="#1c2837"]
Technology:
[color="#1c2837"]The primary technologies include the languages C++ and OpenCL, in addition to several open-source simulation software and other APIs. Procedural Generation will mostly be coded in C++ with tie-ins to simulation software, while the game's world-storage methods and graphics engine will be coded in OpenCL. Target platform as of now is Windows 7, with intended Vista and XP support. Some options such as On-Live are of high interest, but require further investigation.
[color="#1c2837"]
Talent needed:
[color="#1c2837"]Currently we require two types of programmers:
[color="#1c2837"]
[color="#1c2837"]PROCEDURAL PROGRAMMER:[color="#1c2837"]The role of the Generative world programmer is to work with C++ and possibly other open-source software in order to create a procedural generation sub-program which in turn will produce deep, diverse, immersive, and realistic fantasy worlds. Any skill level is acceptable, but expect to spend time learning new things in the process. [color="#1c2837"]
[color="#1c2837"]ENGINE PROGRAMMER:[color="#1c2837"]This role is tasked with fusing OpenCL, C++, and OpenGL in order to code the actual graphical rendering engine. This requires a good knowledge of C++ and either knowledge of OpenCL/CUDA or similar languages, or a strong desire to learn OpenCL. This is the most currently needed type of skill set as of now, as in order to receive funding, Aurorian must provide a proof-of-concept for the Divinitas Project.
[color="#1c2837"]
Team structure:
[color="#1c2837"]The team currently consists of myself and two others. My role is as Administrator and Lead Designer. I currently assign general priorities, organize meetings, do general research for technologies and methods, and create the design document. In addition, until a suitable replacement is found, I spearhead all OpenCL work. The team functions as a group where we work together, not for, each other. A team requires structure to be productive, but we are all programmers with varying skill levels in varying areas. As such, all voices are heard, and the project represents a goal to which all members can agree to. We are friendly, but goal-oriented with our conduct, and eager to see new members join. Finally, neither I nor any other project members are afraid to admit we are not as good as someone else sometimes.
[color="#1c2837"]
Website
[color="#1c2837"]No website yet available. Currently tools such as Google Documents are used to coordinate efforts. Furthermore, if the project becomes backed, the company will likely provide the resources necessary to build a very well designed website.
[color="#1c2837"]
Contacts:
[color="#1c2837"]Email: dreadicon@gmail.com
Skype: dreadicon
Previous Work by Team:
[color="#1c2837"]None
[color="#1c2837"]
[color="#1c2837"]
Additional Info:
[color="#1c2837"]Please feel free to contact me with absolutely any questions or comments. I am aware of how ambitious this project is, and would not have posted asking for additional help if I did not think it was an entirely possible goal. I have read many Master's theses regarding the intended technologies used and previous attempts at similar implementations. I have made many calculations as to the raw computational and memory requirements of such an engine. My findings indicate that within one or two years, technology will be completely capable of supporting Voxel rendering. Furthermore, I am open to any new member's input on which of several options for execution are available. Finally, remember that even if the game itself were to fail in sales, the engine itself could easily be licensed. I hope to take all my project members with me into building a new Game Development branch, and potentially a future company. Thankyou for your time and consideration!
Feedback:
[color="#1C2837"]ENCOURAGING ONLY
Aurorian Group Project
Project name:
Divinitas (Working title only)
Brief description:
The Divinitas Project is an effort which is two-fold. First, it aims to construct a new engine using OpenCL for Voxel raycasting. Second, it aims to utilize this engine to produce vibrant, realistic fantasy worlds through the use of procedural generation. The procedural methods developed and the engine created could potentially be marketed even if commercialization of the game fails. The gameplay is intended to be similar in nature to a fusion of existing elements; the sandbox-nature of Minecraft/Terraria, the depth of dynamic world content creation in games like Dwarf Fortress, and the depth of character interaction of games like Elder Scrolls, Mount & Blade, and so on. We expect to cut back on various elements involved here, but these are 'ideal' goals, and we have devised a plan for their general implementation.
As to progress, the Aurorian team has been working mostly on the initial stages, and the Divinitas Project was begun just over 3 months ago. We expect the game to take around two more years, give or take, to reach completion. Much depends on when funding can be attained.
Target aim:
[color="#1c2837"]Currently, the aim of this project is to market it via online means only. Several options and avenues to execute this are currently being discussed.
[color="#1c2837"]
[color="#1c2837"]
Compensation:
[color="#1c2837"]No payment is available up-front, however I have a connection to a medium-sized company specialized in web development who have expressed great interest not only in this specific project, but also in setting up a new branch for game development should the project succeed. They would potentially be willing to set up increasing sums of funding for the project's development based on milestones. Additionally, project members will be awarded a percentage of potential revenues as-per the Aurorian Group Project agreement.
[color="#1c2837"]
Technology:
[color="#1c2837"]The primary technologies include the languages C++ and OpenCL, in addition to several open-source simulation software and other APIs. Procedural Generation will mostly be coded in C++ with tie-ins to simulation software, while the game's world-storage methods and graphics engine will be coded in OpenCL. Target platform as of now is Windows 7, with intended Vista and XP support. Some options such as On-Live are of high interest, but require further investigation.
[color="#1c2837"]
Talent needed:
[color="#1c2837"]Currently we require two types of programmers:
[color="#1c2837"]
[color="#1c2837"]PROCEDURAL PROGRAMMER:[color="#1c2837"]The role of the Generative world programmer is to work with C++ and possibly other open-source software in order to create a procedural generation sub-program which in turn will produce deep, diverse, immersive, and realistic fantasy worlds. Any skill level is acceptable, but expect to spend time learning new things in the process. [color="#1c2837"]
[color="#1c2837"]ENGINE PROGRAMMER:[color="#1c2837"]This role is tasked with fusing OpenCL, C++, and OpenGL in order to code the actual graphical rendering engine. This requires a good knowledge of C++ and either knowledge of OpenCL/CUDA or similar languages, or a strong desire to learn OpenCL. This is the most currently needed type of skill set as of now, as in order to receive funding, Aurorian must provide a proof-of-concept for the Divinitas Project.
[color="#1c2837"]
Team structure:
[color="#1c2837"]The team currently consists of myself and two others. My role is as Administrator and Lead Designer. I currently assign general priorities, organize meetings, do general research for technologies and methods, and create the design document. In addition, until a suitable replacement is found, I spearhead all OpenCL work. The team functions as a group where we work together, not for, each other. A team requires structure to be productive, but we are all programmers with varying skill levels in varying areas. As such, all voices are heard, and the project represents a goal to which all members can agree to. We are friendly, but goal-oriented with our conduct, and eager to see new members join. Finally, neither I nor any other project members are afraid to admit we are not as good as someone else sometimes.
[color="#1c2837"]
Website
[color="#1c2837"]No website yet available. Currently tools such as Google Documents are used to coordinate efforts. Furthermore, if the project becomes backed, the company will likely provide the resources necessary to build a very well designed website.
[color="#1c2837"]
Contacts:
[color="#1c2837"]Email: dreadicon@gmail.com
Skype: dreadicon
Previous Work by Team:
[color="#1c2837"]None
[color="#1c2837"]
[color="#1c2837"]
Additional Info:
[color="#1c2837"]Please feel free to contact me with absolutely any questions or comments. I am aware of how ambitious this project is, and would not have posted asking for additional help if I did not think it was an entirely possible goal. I have read many Master's theses regarding the intended technologies used and previous attempts at similar implementations. I have made many calculations as to the raw computational and memory requirements of such an engine. My findings indicate that within one or two years, technology will be completely capable of supporting Voxel rendering. Furthermore, I am open to any new member's input on which of several options for execution are available. Finally, remember that even if the game itself were to fail in sales, the engine itself could easily be licensed. I hope to take all my project members with me into building a new Game Development branch, and potentially a future company. Thankyou for your time and consideration!
Feedback:
[color="#1C2837"]ENCOURAGING ONLY