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[WANTED] "The Edge" - Programmers, Modellers needed ASAP

Started by November 08, 2011 01:51 AM
6 comments, last by MarcusHoffman 12 years, 8 months ago
My name is Marcus-- I thank you all for taking interest in this ambitious project.

Project name:
WIP title; "The Edge"


Brief description:
"The Edge" is to be an open-world, dynamic FPS with some RPG elements. It has been under conceptual development for some time, though with little advancement as a coherent product. As of now, I have been the individual solely responsible for this project. I feel that the concept has been worked enough to take it to the next step; the inclusion of a team. A largely non-character-driven narrative about the conflict taking place in one of man's last metropolises, sandwiched between a desert wasteland and an endless ocean, the dystopian government clashes with a massive movement of low-income slum dwellers. While a somewhat tired setting, the proposed project implements some very radical gameplay elements. Firstly, a non-character-dependent dynamic environment. According to this theory, for example, should a riot occur downtown, the exchange of fire could be heard all over the city, warning the player to either keep clear or join the fray. If he should decide to enlist as a pro-government fighter, a new hierarchy of opportunities would present itself. However, upon fighting for the rebel's cause, he might find his section of slums raided in the night in search for rebels. Additionally, non-reversible, dramatic repercussions for actions would be common.


Target aim:
I would hope for eventual commercial release, on PC at the very least. Should this result in financial success, licensing to XBOX 360 and/or PS3 would be viable, but not an option at this time.



Compensation:
No up-front payment can be guaranteed or negotiated. However, a percentage of the final profits would be provided respective of each member's contributions. Although there is little initial monetary 'encouragement,' I would imagine that this concept would gather a good deal of revenue. On that note, let it be known that I can and will personally finance any necessary licensing and development tools.


Technology:
The ideal format for this concept is PC, as it will allow minimum time between development and testing. Although I am not well-versed in any particular scripting language, I realize that C++ or Lua are options. Choice engines, looking at the currently available tools, would either be CryEngine 3 or the UDK. CryEngine is a more suitable option at this point, seeing how it scales large exterior environments much more efficiently than the UDK. Obvious program choices would be Photoshop, 3Ds, etc.

Talent needed:
1 or 2 Engine Programmer(s) -- Experience in CryEngine as well as (of course) scripting proficiency for large-scale environments, scaling, physics and et cetera.
1 or 2 Content Programmer(s) -- Experience in asset and content creation, including scripting for terrain, AI, and weapons.
1 or 2 3D Modeler(s) -- Could be considered synonymous with the Content Programmer role depending on the individual's talents. Experience in high-poly modeling of vehicles, structures, weapons, and characters would be a requisite, as well as poly-conserving modeling.


Team structure:
All of my past aides are engaged in other projects, thus my appearance here-- as a lone developer seeking talent to realize a project.
Things I can do: Placeholder modeling, texturing, content creation, story and design development, sound F/X, musical scoring (band+ pro equipment.)
Things I cannot do: Script (but give me a foundation and I can work with that) and detailed modeling.


Website:
http://theedgegame.webs.com/index.htm
Expect updates which I will also port here for any interested parties.



Contacts:
Contact me here: Supersoviet@live.com
Or, any interested party may message me via these forums.



Previous Work by Team:
I have worked on several major projects in the past, as well as total conversion mods for games such as "Men of War," "Hearts of Iron," and the indie game "Cortex Command." I have also created singlehandedly a fairly independent product within the UDK. Some flash games, also. My peers have moved on to some rather boring, generic linear FPS projects.



Additional Info:
Read all of this only if you are interested in what I hope to be the final product-- these are not my current expectations.

Story:
A city on the edge of the American continent was commissioned by the United Nations when mankind took a turn for the worst. One of the four major colonies, Metropolis Gabriel, is the birthplace of the game's protagonist. Raised in the slums surrounding the city, the player's game experiences begin when he is sent by his family to the great city to attempt to make something of his life. Immediately relocated to a low-income district, the player is offered a rudimentary home and some funds. Then, the game's first phase begins, the decision phase. Although this phase can go on as long as required, it essentially consists of the player taking one of the following paths; Joining the people's movement, taking interests in becoming a political figure, or enlisting in the military. After a training phase, the player enters the actual game, which although would have an ending, would be played potentially indefinitely. By using a comprehensive and dynamic game world, it would be possible to provide very different game types depending on the player's choices with little extra work-- since each of the roles are being simultaneously ran regardless of the player's role.
The storyline would change from each playthrough, also, using an "Apocalypse Engine..."
Essentially, this system would choose major events from a list at random and inject them into the game, providing entirely new opportunities for the player such as;
Catastrophic flood;
As a People's Fighter: The player would have to survive on limited resources and traverse dangerous flooded areas on boat, at risk from marauding survivors.
As a Politician: The player would have to organize recovery operations across the city and personally observe the construction of water barriers.
As a Soldier: The player would perform riverboat patrols and recovery operations via helicopter.
Wartime;
As a People's Fighter: The player would be tasked with defending the city under government commission alongside the army, providing the challenges of a new enemy with superior firepower.
As a Politician: Distributing propaganda, designating resources such as weapons and support which could be pivotal to the war effort.
As a Soldier: Intense, frontline combat.

The two given are only examples, and I feel that they demonstrate how only a few modifications to the base content would be necessary for each.

Game Dynamics:
Essentially, 3 separate gaming styles would be given... One for the median player with a good mix of battle but also freedom to explore, one for the combat-loving soldier and one for the strategist who enjoys political simulation and decision-making power.
A somewhat large environment would be given, divided into a central metropolis cityscape, some concrete suburbs with lots of flood routes (much akin to the environments shown in the animated film "Akira,") a surrounding sea of sand and finally a literal sea. The last two would, obviously, not require much effort in creating.
Combat would be largely limited to ambushes and short patrol skirmishes. Thus, a multitude of opportunities would be given to the player outside the obvious "creep up and shoot." Booby trapping a telephone pole, entering via sewer, sabotaging or blocking a main road, cutting a house's power with some wire cutters or moving in via rooftop, I hope would all be options.
A realistic wounding system would also be used, making a single bullet the difference between life and death. A bullet in the leg would slow movement for a period, a tag in the chest would decrease stamina and a nearby explosion could concuss for a short time. Unless treated by a hospital or underground doctor or effects postponed by an adrenaline shot, the player could experience these problems for up to a week in game time.
Although eating and drinking would not be a gameplay feature, sleeping after each game day (about 1 hour) would be a necessity.
A dynamic world would leave the player in the dark at times, should a pivotal battle occur and influence faction relations without his knowledge, so any such conflicts would have to be made immediately apparent by visible news helicopters circling and realistically resonant explosions.
Similar to the mechanics used in "Mercenaries 2," roadblocks could be set up and moved depending on the global situation. Also, for example, a recently battled zone or a blown bridge would be blocked off for repairs or be replaced by a military-grade steel bridge.

Essential Points:
Even with all of the above, combat would be minimal. A realistic wound system would keep the player from entering random engagements, as would the rarity of weapons aside from thrown objects for all but the Army occupation.

I AM aware of how hopeful this all sounds, but I am convinced that it is all doable with a good foundation. I'm more or less hitting with a good portion of what I hope for in order to attract real creative interest. Thus, I hope any interested party recognizes this plethora of information as an honest creative effort and not necessarily as all being doable. But, the closer the better!

Feedback:
ANY is ENCOURAGED

Thank you for reading!
Website and post update.
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A Global Agenda and APB game smashed together? Sounds cool. Although I must warn you, UDK is great for low budget teams.

A Global Agenda and APB game smashed together? Sounds cool. Although I must warn you, UDK is great for low budget teams.


I agree with you completely, including your analogy (but without pew-pew laser beams.) However, how successful would I be in using the UDK for large-environment scaling?
Cortex Command??? I bow down to the brain... erm, mastermind. ohmy.gif

I would help, if i could.
But i only have milkshape 3d and zbrush, but i dont have skills with the last one, some level design skills with UDK, but then again, i dont have it on this pc.
I could be a BETA tester, though ^^

Anyways, good luck with your project.

[quote name='legend911' timestamp='1321560518' post='4885080']
A Global Agenda and APB game smashed together? Sounds cool. Although I must warn you, UDK is great for low budget teams.


I agree with you completely, including your analogy (but without pew-pew laser beams.) However, how successful would I be in using the UDK for large-environment scaling?
[/quote]
UDK supports streaming; very large landscapes is not a problem.
"I will personally burn everything I've made to the fucking ground if I think I can catch them in the flames."
~ Gabe
"I don't mean to rush you but you are keeping two civilizations waiting!"
~ Cavil, BSG.
"If it's really important to you that other people follow your True Brace Style, it just indicates you're inexperienced. Go find something productive to do."
[size=2]~ Bregma

"Well, you're not alone.


There's a club for people like that. It's called Everybody and we meet at the bar[size=2]."


[size=2]~ [size=1]Antheus

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Does it, then? Thank you.

Also, thanks for the praise from Stiivais, and I can set anyone up with beta once that stage is met.
Still looking for said positions.
Hey, my name is Martijn and i'd like to help you make this game, I'v never made a game before but i'm a quick learner. This year i'm going to have my exams and after that (around may) I'm going to have around 3 months free time. I already saw Unreal Develepert Kit (UDK) and are beginning to learn it. I also play Global Agenda and APB Reloaded, so i know what it should be going to look like. If i am accepted i would prefer to make the game look Very good if we'r going to make a game so you know you're gonne make profit.
If you have any other questions please feel free to ask.
I'm looking forward to your response.

Greetings Martijn aka Monky.

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