Steel Rain Interactive (not registered)
Proof of concept multiplayer pre-production PC demo for a 3D modern military RTS game.
The focus of this demo is game play. How the interface functionality, unit control and probability systems lead to never-seen-before modern military RTS game play. Please review the Home Page for the highlights of the game design.
The Torque Game Engine in action, some of you may recognize the RTS Starter Kit mission map underneath the Sixth Extinction user interface.
Screen Shot of our Pathfinding Routine
This demo will be used to gain a publishing deal to lead to a full production retail release.
Long-term team members will be welcome to join the final production team after a publisher picks up the game.
Long-term team members that do not join the final production team will be compensated through a contractual agreement that will assure them a minimum dollar amount (nothing huge, a couple hundred USD to show my thanks), any additional amount will be determined during the full production contractual negotiations. This agreement, and other legal issues, will be addressed after some longevity of the project has been established.
Team members that offer a limited amount of useable material will be listed by name in all levels of the game credits. (Credible Experience)
I am covering minimal support costs for programs and related materials/books, the web server and a professionally hosted Version Control System. I will also be covering the corporate set up costs, which we are currently perusing.
Torque Game Engine 1.4
Torque RTS Starter Kit (Converted for Torque 1.4)
Torsion (Alpha) - Torque Script Development Environment
Torque Show Tool Pro
Torque Constructor - Map editor that is currently an in-house beta at Garage Games and is soon to be released
Custom built trigger editor
Subversion with Tortoise Shell - Version Control System -
DTS export compatible 3D modeling programs:
Studio Max 4.2+
Lead Programmer - Must be experienced with the Torque Game Engine and can contribute 15+ hours per week.
For the following positions please be able to contribute at least 10 hours per week on average.
Coders (C++ and/or Torque Scripting)
Modelers (low poly count) - Must be experienced with uv wrap texturing and/or animation.
We are most in need of additional programmers!
Team began forming in May 2006. This is an online demo project and all members are part-time except for myself (Chad Freseman). If I'm awake, I'm working on this!
Chad Freseman - Project Leader, Game Designer, Physicist/Mathematician, Musician and Webmaster (Amateur coder and modeler).
Members listed in order of joining the team.
Many of the members have multiple skill sets; this has been invaluable in terms of communication.
Coder 2D and 3D Artist
3D Modeler, Animator
3D Modeler, Texture Artist
Public information can be found here:
Information about me can be found on the Contact Page.
Two demo songs can be found at the bottom of the Contact Page.
Please review the Features listed on the Home Page.
Please review the Units Page:
The "Tactical Orders" operate from a target set that prioritizes weapons and targets and also determines what finite-ammo-weapons will be used automatically.
I have been working on this game design, off and on, for 8 years. I have a professional attitude and have experience working with teams in a technical atmosphere. I have generated a great deal of highly detailed documentation; this documentation is listed by title on the Home Page.
If you would like to communicate with me please visit the Contact Page and/or send me an email.
chad (at) glhfgg.com
Abrams M1A1 in Torque Show Tool Pro
Object Description Plate for the T90S
Programmers Needed For RTS Demo (images inside)
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