Hello folks,
for almost a decade I've been dreaming of creating my own game, realizing my ideas and my thoughts. But dreaming alone won't get you anywhere. So i started programming, started with C/C++ in my teenage years and made several programms and applications since then, even become a professional programmer besides my main academic studies.
Two years ago i decided to do it again, make a second attempt at a game engine. I guess i've spent far more than 1000 hours on this one, sorting my ideas, creating a concept, reading dozens of papers on GUI, game motivations, general game dev. and of course, most of the time on the actual programming.
PROJECT INTRO:
Type: MMO(RPG)(FPS)
Genre: sci-fi (utopic, non postapocalyptic)
Platform: PC, Cross-platform (Windows, Mac, Linux)
I bracket FPS out, because it's not a classic fast action shooter, even though it will have elements of it. Also RPG may not fit the actual idea, because there are no strict classes, no skill tree and similar typical elements. Instead you may want to think of it as a first person MMO with a very complex game environment, allowing you to morph into a character without strict limitations on any classes with free choice on anything you want to do. This includes assembling your own equipment (not bound to provided upgrades or mounting points), modifying your characters body and establishing corporations. Rather providing a strict linear story plot squeezed into a linear path in a feign world, i want to give everybody the freedom to explore the world and it's contend guided by other human players and a global story line.
The scene: A vast city of the future, a utopia so white and bright on top and ugly and dark at it's bottom, populated by players, greed, might, surrealism and corporations. Everything is on sale. And so are you!
STAGE OF DEVELOPMENT:
As said, I've mostly worked on the concept and the game engine. The engine is currently my main work-in-progress, as i want to provide something to build up on. Currently you can build up your world in the editor, start the server, log in via client and run around, shooting. There is also a tech demo, but it's clearly outdated by now. More detailed:
* Graphics: OpenGL, modular renderer concept, currently two renderers:
a) fast straight-to-pipeline renderer (for older systems)
b) deferred shader renderer
supporting: inverse kinematics with quaternions, shader libraries, linear light sources, real time sky colorization (an atmosphere 'raytracer', from one of my former projects), and of course shadows, bumpmapping etc
* Network: fully functional server-client system, with login, session handling, encrypted packet transfer (including proper handshake)
* Physics: collusion detection, simple ballistics
* Sound: OpenAL, surround sound - very simple at this stage
The code is set up to be a team-project, meaning that it is clean, reuseable and setup with a proper versioning system (git).
TEAM UP
Well yes, it is indeed a huge project, and yes i know it is a lot of work and i think you already guessed it:
I'm in search of team members:
- Story writer
- 2D Artist(s)/Concept Artist(s)
- 3D Artist(s)/Modeler/Animator(s)
- Programmer(s) (C++)
At a certain point we will also need:
- Community/PR Manager (IMHO it's never too early for that position)
- Webdesigner
This whole project started as a hobby for me, so i'm afraid i can't offer any payment, but of course a share in the whole project - as this was designed to be/get a team project, and not a solo creation.
If you are interested in the game, would like to share your thoughts, maybe test an alpha version but neither of the above fits, you are welcome to join the mailing list, where i provide infos on the current development and also some early footage for interested people :-) Just send me an email with your request.
Feel free to contact me, also if you are looking for any further, more detailed information on the project.
Thanks for reading and sharing!
Best Wishes
Zachy
Contact:
[email protected]