Talekeeper
April 4th, 2007, 11:26 PM
I kind of just stumbled across these boards, though had I actually used a bit of brainpower earlier, I probably should have actively looked for this. In any case, me and another are starting work on a MMORPG [yes, I'm sure there's 500 more like us], but regardless - here's a breakdown on what we're after, as well as our current progress. True to the title, this is a non-paying job listing for now, but that may change in the future.
Project name:
Project Horizon
Brief description:
An ambitious attempt at building a MMORPG with a steampunk/high-fantasy genre. In particular, we're striving to learn from the Lineage and World of Warcraft games and clones of the past and take strides into creating a game far beyond that. This isn't to say we'll be creating an Anti-Lineage or Anti-WoW - that would be a train of thought doomed for failure before it begins, but rather improve and reinvent on the current generation of MMOs.
Target aim:
Since we are still just starting, we expect heavy turbulence as we move forward with absolutely no guarantee of success. However, ultimately our goal is to be able to sell the game.
Compensation:
As of this moment, we cannot pay anything. However, if this project gets moving and achieves a confident level of functionality, external funding may be available. Furthermore, if this game is successfully completed and brought into retail, compensation and royalty depending on involvement will be given to those that worked on Project Horizon.
Technology:
Programming Platform: C/C++ using MSVC++ (for now)
Graphics Software: DirectX only (no other additions or foreign libraries.)
Currently the models we have in the demo are created by 3D Studio Max, but that may change.
Talent needed:
#1 Priority - Lead Artist (Experienced in 3D modelling and animation, and can help us create a rich world). A character and conceptual artist is also wanted. More Artists will be needed in the future, but both me and ducksauce are in agreement that such recruiting should come in phases, after we have completed even more of the game.
Other talents and roles are being looked at, but it is still currently too early in the development to require any huge amount of people, especially since it has and will always be our goal to keep the team tight knit.
Team structure:
ducksauce - Lead of Programming / Software Architect
talekeeper[Me] - Lead of Game Design / Play Logic / Story / PR and whatever else we currently need to do. [Obviously as more people join the group, this will thankfully reduce in size.]
Website:
As of this moment none - I do have a personal blog which is essentially most of the notes I take on the game design aspects, and if for whatever reason someone wishes to see it, please contact me.
Contacts:
Please reply here or send me an email at talekeeper@gmail.com or jloh@berkeley.edu. I have a tendency to always forget checking PMs in the forums I'm subscribed to, so that's not a very good idea.
Previous Work by Team:
Resumes for either of us can be shown by request.
Additional Info:
This project has started unofficially over two years ago, when both I and the lead programmer, ducksauce, were still students at Berkeley. We spent most of that time brainstorming and understanding where we can improve the current state of MMOs, as well as trying to mesh our own visions of what the next great game will be.
The client/server we're building for this MMORPG has very ambitious goals. Current development is focused on client side engine for display and animation, as well as initial ideas for play logic. There is no estimation on the current progress of the project, but it is at its infant stages. The game design and blueprint has not been set in stone, but we have a general idea for what we want.
Because we're essentially starting from scratch, we would definitely like to see some "jack-of-all-trades, but still a master of one" people, though those are obviously quite rare. Regardless, we are looking for highly SELF-motivated individuals that can understand more than just one piece of the pie.
I should also note that we consider ourselves tight and closely knitted - almost like family - towards a single goal, so this is also sort of an evaluation of adding a new person into the group.
As a final note, a demo of the current work we have done will be available for those interested.
------
Game Status (As of 4/4/07)
Map System:
The World Map System works - there are boundaries where characters can't across (and instead have to go through an area to cross), the ability to zone in and out of a map is also available. Currently this is not optimized, so there is some heavy lagtime, but it is already in the works.
Towns and Dungeon icons on the World Map will be able to display whatever key notes they have inside, including by not limited to -> Level range, buildings inside, available entrances and exits.
Individual areas are a totally different matter. We have a test map, and we have a character and can do things on the map, but area designs have not started yet. A standardized map editor/generator is planned, but nothing has been done about it yet.
Minimap System – Partially working, but not complete.
Menu System:
Currently menus are un-skinned, but they do call forth the proper menu. Shortcuts and hotkeys will be added later, as will the actual display.
Chat System:
To my knowledge, this is also still in the planning stages, particularly because ducksauce wants to create something akin to an instant messenger (like AIM or MSN) that can be used either in conjunction with the game or without it.
Fighting System -> Some parts are done, but many are not.
Combo Subsystem -> 60-75% Completed (Executing skills in a certain way can now will actually reduce time). The ability to queue multiple skills/spells is in progress. Work is still being done to figure out what will qualify as enders for combos besides finishing moves.
* For reference, everything can be considered a skill and has some sort of casting time/delay - combos, where players enter a certain series of skills, if combo-able, will gradually reduce casting time down to a point.
Skill/spells subsystem -> Figuring out melee attacks seems okay, but Line of Effect Attacks originating from point of player is currently incomplete. Area of Effect attacks are currently being discussed, but progress is not yet complete.
Damage Subsystem -> Currently I have the first draft of damage calculations (for both the attacker and defender) on paper, but is not implemented yet. The first thing that needs to be done before damage can be implemented is to figure out how skills/spells will affect targets.
* For reference -> there are no such thing as auto-target in this game, and attacks and spells can and will hit friendlies if aimed incorrectly. Buffs and debuffs are currently under debate over how they will work.
Status Subsystem -> There are sample status types (stun, dizzy, knockback) that are planned to be in the game, and we have visual representations for them, but are not automatically active at this moment (i.e. We don't have it so that a monster can use a knockback attack to inflict knockback status, but the motion that we want is implemented.)
Movement Subsystem -> Dashing and jumping are doable, but no limits just yet on how often you can do them (no energy cost or gravity yet).
Character System:
Character stats, HP, SP are all created on paper, and I have a good idea of what they will do. The same goes for classes and skills, though I am still in the process of creating sample skills/spells for ducksauce to use. Nothing will be implemented, however, until we can get more of the fighting system completed.
AI System:
Currently planned and we have an idea of where we want to go, but nothing done as of yet.
Template Subsystem -> A possibility and will be in the works in the future
*For reference -> Monsters will not always have identical stats, and may instead have base stats + an additional template chosen at random that will affect not only what they can do, but what they prefer to do.
Other Systems:
Economics -> Currently under heavy discussion, but we have an idea of what we want to do and how to battle RMTs while still allowing for a predominantly player-run economy.
*For reference -> The idea of having an economic skill tree for those who do not wish to pursue a life of hacking boars is in brainstorming stages, with nothing completed so far.
Crafting -> Also under heavy discussion, with both me and ducksauce currently not unsure of what direction we want to take this. It may or may not follow something similar to what we have in planned for the economic system.
Sound/Music -> Currently undecided in what we want, but at this point in time is still not high on our priority list. Will be moving up once we get more of a complete and running game.
Items -> No current implementation, but I have an outline of stats and abilities.
Guilds -> No current implementation, and heavy discussion as to how large an impact we want guilds to have, as well as the different types of powers guilds can wield (besides simple force of arms).
PVP -> No current implementation, also heavy discussion as to how to discourage griefing but still encourage PVP.
Setting is still high-fantasy/steampunk, but it's likely we'll be working in the high fantasy setting before steampunk. Storyline is currently on hold till more of the engine is completed, but the idea is to have many story arcs as the game progresses based on politics and kingdoms rather than saving the world over and over.
Project name:
Project Horizon
Brief description:
An ambitious attempt at building a MMORPG with a steampunk/high-fantasy genre. In particular, we're striving to learn from the Lineage and World of Warcraft games and clones of the past and take strides into creating a game far beyond that. This isn't to say we'll be creating an Anti-Lineage or Anti-WoW - that would be a train of thought doomed for failure before it begins, but rather improve and reinvent on the current generation of MMOs.
Target aim:
Since we are still just starting, we expect heavy turbulence as we move forward with absolutely no guarantee of success. However, ultimately our goal is to be able to sell the game.
Compensation:
As of this moment, we cannot pay anything. However, if this project gets moving and achieves a confident level of functionality, external funding may be available. Furthermore, if this game is successfully completed and brought into retail, compensation and royalty depending on involvement will be given to those that worked on Project Horizon.
Technology:
Programming Platform: C/C++ using MSVC++ (for now)
Graphics Software: DirectX only (no other additions or foreign libraries.)
Currently the models we have in the demo are created by 3D Studio Max, but that may change.
Talent needed:
#1 Priority - Lead Artist (Experienced in 3D modelling and animation, and can help us create a rich world). A character and conceptual artist is also wanted. More Artists will be needed in the future, but both me and ducksauce are in agreement that such recruiting should come in phases, after we have completed even more of the game.
Other talents and roles are being looked at, but it is still currently too early in the development to require any huge amount of people, especially since it has and will always be our goal to keep the team tight knit.
Team structure:
ducksauce - Lead of Programming / Software Architect
talekeeper[Me] - Lead of Game Design / Play Logic / Story / PR and whatever else we currently need to do. [Obviously as more people join the group, this will thankfully reduce in size.]
Website:
As of this moment none - I do have a personal blog which is essentially most of the notes I take on the game design aspects, and if for whatever reason someone wishes to see it, please contact me.
Contacts:
Please reply here or send me an email at talekeeper@gmail.com or jloh@berkeley.edu. I have a tendency to always forget checking PMs in the forums I'm subscribed to, so that's not a very good idea.
Previous Work by Team:
Resumes for either of us can be shown by request.
Additional Info:
This project has started unofficially over two years ago, when both I and the lead programmer, ducksauce, were still students at Berkeley. We spent most of that time brainstorming and understanding where we can improve the current state of MMOs, as well as trying to mesh our own visions of what the next great game will be.
The client/server we're building for this MMORPG has very ambitious goals. Current development is focused on client side engine for display and animation, as well as initial ideas for play logic. There is no estimation on the current progress of the project, but it is at its infant stages. The game design and blueprint has not been set in stone, but we have a general idea for what we want.
Because we're essentially starting from scratch, we would definitely like to see some "jack-of-all-trades, but still a master of one" people, though those are obviously quite rare. Regardless, we are looking for highly SELF-motivated individuals that can understand more than just one piece of the pie.
I should also note that we consider ourselves tight and closely knitted - almost like family - towards a single goal, so this is also sort of an evaluation of adding a new person into the group.
As a final note, a demo of the current work we have done will be available for those interested.
------
Game Status (As of 4/4/07)
Map System:
The World Map System works - there are boundaries where characters can't across (and instead have to go through an area to cross), the ability to zone in and out of a map is also available. Currently this is not optimized, so there is some heavy lagtime, but it is already in the works.
Towns and Dungeon icons on the World Map will be able to display whatever key notes they have inside, including by not limited to -> Level range, buildings inside, available entrances and exits.
Individual areas are a totally different matter. We have a test map, and we have a character and can do things on the map, but area designs have not started yet. A standardized map editor/generator is planned, but nothing has been done about it yet.
Minimap System – Partially working, but not complete.
Menu System:
Currently menus are un-skinned, but they do call forth the proper menu. Shortcuts and hotkeys will be added later, as will the actual display.
Chat System:
To my knowledge, this is also still in the planning stages, particularly because ducksauce wants to create something akin to an instant messenger (like AIM or MSN) that can be used either in conjunction with the game or without it.
Fighting System -> Some parts are done, but many are not.
Combo Subsystem -> 60-75% Completed (Executing skills in a certain way can now will actually reduce time). The ability to queue multiple skills/spells is in progress. Work is still being done to figure out what will qualify as enders for combos besides finishing moves.
* For reference, everything can be considered a skill and has some sort of casting time/delay - combos, where players enter a certain series of skills, if combo-able, will gradually reduce casting time down to a point.
Skill/spells subsystem -> Figuring out melee attacks seems okay, but Line of Effect Attacks originating from point of player is currently incomplete. Area of Effect attacks are currently being discussed, but progress is not yet complete.
Damage Subsystem -> Currently I have the first draft of damage calculations (for both the attacker and defender) on paper, but is not implemented yet. The first thing that needs to be done before damage can be implemented is to figure out how skills/spells will affect targets.
* For reference -> there are no such thing as auto-target in this game, and attacks and spells can and will hit friendlies if aimed incorrectly. Buffs and debuffs are currently under debate over how they will work.
Status Subsystem -> There are sample status types (stun, dizzy, knockback) that are planned to be in the game, and we have visual representations for them, but are not automatically active at this moment (i.e. We don't have it so that a monster can use a knockback attack to inflict knockback status, but the motion that we want is implemented.)
Movement Subsystem -> Dashing and jumping are doable, but no limits just yet on how often you can do them (no energy cost or gravity yet).
Character System:
Character stats, HP, SP are all created on paper, and I have a good idea of what they will do. The same goes for classes and skills, though I am still in the process of creating sample skills/spells for ducksauce to use. Nothing will be implemented, however, until we can get more of the fighting system completed.
AI System:
Currently planned and we have an idea of where we want to go, but nothing done as of yet.
Template Subsystem -> A possibility and will be in the works in the future
*For reference -> Monsters will not always have identical stats, and may instead have base stats + an additional template chosen at random that will affect not only what they can do, but what they prefer to do.
Other Systems:
Economics -> Currently under heavy discussion, but we have an idea of what we want to do and how to battle RMTs while still allowing for a predominantly player-run economy.
*For reference -> The idea of having an economic skill tree for those who do not wish to pursue a life of hacking boars is in brainstorming stages, with nothing completed so far.
Crafting -> Also under heavy discussion, with both me and ducksauce currently not unsure of what direction we want to take this. It may or may not follow something similar to what we have in planned for the economic system.
Sound/Music -> Currently undecided in what we want, but at this point in time is still not high on our priority list. Will be moving up once we get more of a complete and running game.
Items -> No current implementation, but I have an outline of stats and abilities.
Guilds -> No current implementation, and heavy discussion as to how large an impact we want guilds to have, as well as the different types of powers guilds can wield (besides simple force of arms).
PVP -> No current implementation, also heavy discussion as to how to discourage griefing but still encourage PVP.
Setting is still high-fantasy/steampunk, but it's likely we'll be working in the high fantasy setting before steampunk. Storyline is currently on hold till more of the engine is completed, but the idea is to have many story arcs as the game progresses based on politics and kingdoms rather than saving the world over and over.