Epic Turn Based War Spanning a Whole Galaxy
Brief Overview
Space: Absolute War is a turn based strategy game, based on the map sections of the Total War series. Space: AW has currently been in development for just under 12 months, and has a predicted completion date of Spring 2006.
The game allows the player to advance and expand their galactic faction through the use of military, technological or diplomatic means, giving them a varied amount of playing options. The player is able to do this while playing any of the available factions, each with their own unique unit, building and technology trees.
Space: Absolute War is also heavily scripted. Most features within the game (from gui graphics to technology and construction tree's) are editable by the end user, allowing a much longer shelf life, and for the game to be expressed in ways the original creators never for-saw.
For more information on Space: Absolute War (and to download the current build), visit the Space: Absolute War Web Site. This website has just recently been created for the sole purpose of advertising the game for this thread.
Project Overview
Team Name:
Stuck In A Daydream
Project Name:
Space: Absolute War
Project State:
Pre-Alpha
* Many features are already in place, though some of the more advance features still need to be implemented.
* Art and sound are the most needed areas at the moment, hence the post
* Background engine is feature complete
Target Aim:
Demo/CV Project - Free for download
* Project's main aim is to be included with CV and demo applications in the near future.
* The application will be released for free download in the future depending on the quality of the final project along with all source code.
* This project is in no-way designed to be released commercially at any point.
Compensation:
Accreditation only
* Your contribution will of course be credited within the game
* The project can also be included with any demo or CV application of yours if needed, as long as proper accreditation is given in all areas
Technology Used:
Developed using The Mary Engine, which is a home grown engine, developed in C++. Currently using DirectX, but depending on the engine development, could be ported to OpenGL and Linux in the future. Sound is provided using OpenAL or FMod (either can be chosen depending on the needs of the user).
Any art technologies can be used as you see fit, as long as the final file format is compatible with the engine - All popular texture formats are compatable with the engine.
Talent Needed
2D Pixel Artists
Required to produce 2D artwork to represent the ship, constructions and research options within the game. Also required to work on parts of the gui, both the generic, and faction specific textures. Artist would be free to choose what sections they wish to work on, though of course some areas take priority over other.
We currently have a concept artist working on the factions, and creating concepts for the styles of units and constructions that these factions will have. It will be your job to take these concepts and create actual art for the game to be displayed when the user is viewing the units/construction information. You would have final creative freedom on the look of the units etc. but would take the lead from the concept artist - of course he would be more than grateful to have input on the look and feel of the factions.
As mentioned, the in-game gui also requires work. The system works by having some generic gui objects (representations of the resources, research etc.), while the buttons, HUD and game screens all have unique textures depending on the faction being played. You would be required to take the background and style of a faction and translate that into a workable gui.
You would be working in conjunction with other artists throughout the project.
All buttons can be animated if you wish, as the engine supports its own listed animation file, which allows animation names to be specified through the texture format. This will lead to some excellent looking, and varied HUD's throughout the game.
For more information on the artist positions available and tasks to be completed have a look at the available positions on the Space website.
Current Team
Lee Winder - Project Lead and Programmer (For more information on my abilities and past experience, view the FAQ on the Space: Absolute War Temporary Web Site - It’s near the bottom).
Anthony Fallows - Concept Artist and game design.
Leon Brown - Gui design and artist.
Adam Kirby - Music Design.
Website
Space: Absolute War Temporary Web Site
Feedback
Encouraging Feedback Please
* For any none game specific issues (such as any serious crashes or unknown problems), please contact me on any of the contact methods shown below. This should hopefully stop the thread getting bogged down. Thanks.
More Information
About The Positions
I will not argue that I have asked for a lot of time and effort to be put into Space from the people that take up these positions. But that is because, as I am sure you can see, Space: Absolute War is not a small game. It will take a lot of dedication for the game to be completed, especially in the near future.
But this is not just my game. Who ever helps out on the project will get a voice in the look, feel and direction of the game, especially the artists. I am somewhat artistically challenged, and I am sure that people out there have much better ideas on ship types, constructions and possible research technology. I don't want people working on this game under 'my vision'. This will be our game.
Screen Shots
These are a few select screen shots of Space: Absolute War. For more images, please visit the Space: Absolute War Web Site.
Contact Information
E-Mail - leewinder@hotmail.com
MSN - leewinder@hotmail.com
ICQ - 216292275
Feel free to contact me with any of the above methods. I am usually on-line most nights, and check my e-mail regularly throughout the day
Thank you for reading - Hope to hear from people soon
Spree












