Consequence- MMORTS/MMORPG Game
#1
Posted 11 May 2006 - 04:43 PM
Well, what I can say about the game is that it will be, needless to say, quite massive. It will function both online and offline.
Essentially, players will be able to create their own nations or empires, with unprecedented control. Hm, perhaps the best way to picture the game is to think of Empire Earth combined with Civilization, but much larger than either of these two. Entire worlds will be populated with player nations, and even when an entire world is populated, players will be able to expand to OTHER worlds. Some of those worlds may even have other players on them. As noted before, the game is literally massive in size and scope, but detail as well.
The very first decision for players will be what race they want to be. Races range from humans to gargoyles, to vampires, etc... next, a player chooses what region they want to start in. Regions are almost as important as race, but I won't reveal the full reason why yet. Finally, the player creates their custom hero and starts their sojurn. Players will start the game with their custom-created hero, and some settlers. With this humble force, they will construct their empire. Players can choose to either play against computer opponents in single player, or join the massive online game, which is essentially an MMORTS/MMORPG (you will be able to command your hero directly, such as you would in games like Oblivion). The game will also have campaigns for those who wish for more structured gameplay. As far as technology goes, you will build your way up from the Stone Age to beyond the modern age. However, this is not done in tech levels, and is rather determined by multitudes of other, more realistic factors. Everything you do has a consequence, from your very first decision, which is choosing your race, to almost any other decision you make, such as a decision to enter into an alliance, or to forgoe an alliance and attack a player, everything affects everything essentially. I am not even scratching the true surface of the game here, but, as noted before, this is as much as I can reveal :sad:
The game is intended to be marketed and sold like "regular games", thus, you will be able to buy it at your local video game store upon its release. This is a serious game. We do not currently have a publisher, however, we do have contacts within some prominent publishing companies, and we will persue publishment when we have more to show of the game.
Now, for the entire reason for this post... we are currently recruiting. This could be your big chance to break into the gaming industry. It will also offer some nice cash as well for those looking more for the monetary reward. Either way, here is what we are currently seeking:
-Programmers
-Modelers
-Cinematic (High-Poly) Modelers
-Skinners/Texturers
-Artists (Concept Artists and Promotional Artists)
If you want some more information, please either PM me or send an e-mail to TerranUp16@hotmail.com. If you're interested in persueing a position, please either PM me or e-mail me, and include in your e-mail samples of your work.
#2
Posted 11 May 2006 - 06:23 PM
Dreamer, you know you are a dreamer
Well can you put your hands in your head, oh no!
I said dreamer, you're nothing but a dreamer
Well can you put your hands in your head, oh no!
I said "Far out, - What a day, a year, a laugh it is!"
You know, - Well you know you had it comin' to you,
Now there's not a lot I can do...
Ok, I feel better now.
TerranUp16 said:
Have you ever released a software title before? If so, was it anywhere near as complex as Empire Earth or Civilization?
TerranUp16 said:
Surprised, I am not. Good luck "persuing publishment".
TerranUp16 said:
Really? So you've managed to raise a few million dollars in start-up capital? Very impressive. You'll need at least that to get your MMORTS/MMORPG off the ground.
I'm not trying to be a dick here - there's nothing wrong with dreaming big, but you need to be realistic. Start small. If you manage to pull off something small, then make something a little bigger. Until then, you're just wasting everyone's time (your own included). If you need proof, search the forums for other "recruiting" posts like yours.
Regards,
#3
Posted 11 May 2006 - 07:35 PM
Call it dreaming big and such, however, we have the resources needed as well as the quality design needed to ensure this is not a statistic.
#4
Posted 11 May 2006 - 07:59 PM
TerranUp16 said:
Sorry, but again I am skeptical. If you already have the resources needed, why are you here trying to recruit people? Also, there are thousands of "quality designs" out there that never get any further than the design stage. So this hardly ensures that this will not end up like 99.9% of the others...
Since you didn't answer my question about software you've previously released, I'm going to assume you have never released any. Now, of the 0.1% of these projects that actually get made and released, do you really think it was their first project?
Seriously dude, start small. If the "resources" you currently have can't pull off say, a pac-man clone, what chance do you honestly think you have with the massive undertaking you propose?
Dream big, but start small.
Regards,
#5
Posted 11 May 2006 - 08:07 PM
not to get flamed by anyone. why do you do that?
he didnt even asked for any comments on his project,
so shut up and go back to your own project..
#6
Posted 11 May 2006 - 08:10 PM
Also, as far as previous projects, no stand-alone games, but plenty of mods (one of my latest- www.gtwmod.com), and not just average mods either, but mods that might as well be games.
Yes, indeed we are still recruiting, however, that is not to say that we do not have anyone at all.
Also, I should mention that had I not before, I am only the Lead Designer, and not the Producer.
Also, my thanks to Xoat, as I've really heard enough about blah can't be done, you can't just do blah, etc... I have done blah enough times, and succeeded in enough times, to laugh in plenty of people's faces. I already know the hard, long, and tough road ahead, and yet that has not deterred me. Thus, I do not need to hear the obvious warnings from supposed soothsayers. If you don't believe the project will be completed, then simply do not join, or comment, for there is no need to comment. For those who wish to actually AIDE AND ENSURE its completion, contact me.
#7
Posted 11 May 2006 - 08:36 PM
Xoat said:
I wasn't flaming him. Or if I was, I only used a match, not a flamethrower. I stand by my comments, they were all valid.
Xoat said:
Unless you're signing my cheques, you can't tell me what to do :no:
TerranUp16 said:
Well, what more can I do but wish you good luck, and hope the rest of your team shares your passion and determination.
Regards,
#8
Posted 11 May 2006 - 09:21 PM
"TerranUp16" said:
-Programmers
-Modelers
-Cinematic (High-Poly) Modelers
-Skinners/Texturers
-Artists (Concept Artists and Promotional Artists)
If you think we are flaming you, please don't. It just gets boring to read similar posts. I like to try to take the opportunity presented by these frequent announcements to discuss best practices for puting such games together. The consensus seems to be that you really need a prototype before anyone will take you seriously.
Take a look at this design that was recently posted: http://www.glhfgg.com/
This guy has put a TON of work into his design, and obviously has talents to contribute. However, he's been unsuccesfully trying to get his ideas produced for years.
In conclusion, Xoat is an ignoramus. :p
#9
Posted 11 May 2006 - 10:49 PM
While it may be discouraging, everything everyone (ignoring Xoat) has said so far has been correct. It will take a few million dollars to get something to the scope of Empire Earth and Civilisation going, considering they would have each had a budget along those lines, and you plan to make a game bigger than them both?
Please explain how you intend to realise this design, as excellent as it may or may not be. No-one is going to work without details, without pay and without some sort of assurance their hard work isn't going to fail.
If you have finished a design document, make a mod for WarCraft III as a kind of demo, then post that to your bigshot publisher friends and get the funding you need. Because without it, you don't have a chance in hell.
Consider it this way. I'm making a multiplayer RTS. It's fairly simple, really. Sure it has advanced AI and kinda advanced graphics, but all in all, it's a non-massive multiplayer RTS. It's been in development for a while now. When I started out, I was sure I could do it without spending too much. But now, I find it almost inconcievable to consider that I could complete a project of this scope without self-funding it.
Just try to start a bit smaller, and work your way up. It will be more fun, more rewarding and more productive.
Lead Designer/Project Manager - White Epsilon
#10
Posted 12 May 2006 - 02:28 AM
#11
Posted 12 May 2006 - 04:13 PM
monjardin said:
If you think we are flaming you, please don't. It just gets boring to read similar posts. I like to try to take the opportunity presented by these frequent announcements to discuss best practices for puting such games together. The consensus seems to be that you really need a prototype before anyone will take you seriously.
Take a look at this design that was recently posted: http://www.glhfgg.com/
This guy has put a TON of work into his design, and obviously has talents to contribute. However, he's been unsuccesfully trying to get his ideas produced for years.
In conclusion, Xoat is an ignoramus. :p
With a project of this magnitude, he may be bringing to the table a team that consists of at least one person from each of these disciplines. You can't do a game of this magnitude without a large team.
I really think I am going to have to stop defending the devmaster community in other forums. I'm seeing this constant flaming too often lately.
#12
Posted 12 May 2006 - 04:29 PM
My apologies for my inability to provide better details, however, some of the questions which have been asked are unanswerable by me, and I will indeed consult the producer for the full answers to those questions (these deal more or less with financial concerns).
Now, as for design questions, I can indeed answer more of those, however, I will not supply such information on an open forum, and if you are truely interested in possibly aiding with the game, please either send me an e-mail (TerranUp16@hotmail.com) or pm me, and I will supply some more detailed information, just as I'd denoted in my first post.
#13
Posted 12 May 2006 - 06:17 PM
Rofar said:
Rofar said:
Rofar said:
DISCLAIMER: I am in no way affiliated with - or qualified to speak for - the DevMaster staff.
#14
Posted 13 May 2006 - 01:33 AM
There will still be plenty of coding to do, as it is an RTS and not an MMO engine, and even with the engine it is, there is still a lot of modifying to do, even twere the game not MMO. Anyways though, it will give us some pretty advanced physics, as well as some high unit detail, and a few other very nice features that would be tough for a relatively rookie team to do. I dare not say more, for the other features of the engine are pretty much key words that would give it away too easily. Anyways though, it's a very, very good base to start from.
#15
Posted 13 May 2006 - 04:17 AM
"This is going to be technology of epic proportions, but we can't disclose how it works, what it does, or what it will take to make it happen."
Not to flame because I have sort of an idea of the work put in to making something. I just don't see how you can ask for help when people have no idea what they're volunteering to help with.
#16
Posted 13 May 2006 - 04:33 AM
#17
Posted 13 May 2006 - 07:31 AM
I have a one question too. Why would you think talented people would work in a project for free when they could get a real job in the game industry anytime?
#18
Posted 13 May 2006 - 12:29 PM
However, there are plenty of talented people who would not be able to make it into the full gaming industry, and games like these are excellent stepping stones, especially if it turns out as I predict.
By the way, I did not say I was unwilling to answer the questions, just send me an e-mail and I'll forward your questions to the producer. If one is truely interested in working on the project, or at the very least finding out more about it, an e-mail doesn't take much to send. Those who aren't interested won't e-mail, and thus at this very early stage of development, what do they care?
I can say that the producer provides a firm financial base. However, I will not answer the question of how he plans to finance it for him. Should you wish to hear his response, e-mail me and I'll forward it to him and get a response in his words.
#19
Posted 13 May 2006 - 10:42 PM
Quote
Quote
So, are they giving you "one of the most advanced RTS engines available" for free, as well?
Even a basic game development startup needs capital. You'll need to make phone calls, produce legal documents (lawyers aren't cheap, especially IP lawyers), send packages, buy development software (compilers, modelling packages, etc), buy test hardware, etc.
From what I can see you expect the user to provide all of their own hardware, software, and code. So in other words, you really ARE just suppling an idea, nothing more. And yet you expect an entire team to dedicate what would be at least 4 years of development.
I've been in the game industry for years and years now, both as management and staff. I have not once seen a major title come from an unpaid team who had to fully fund themselves thru the entire process.
DS
#20
Posted 13 May 2006 - 11:40 PM
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users












