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Posted by metlslime on 2004/04/14 03:11:11 |
Need level designers for your amazing new mod? Or are you a game developer looking to hire? Maybe you just heard about some job at some company, and want to pass it on to the gang here at Func. Or you're just doing some fun little one-man project and want a little help from a level designer. This thread is the place to announce paid positions at companies, unpaid positions on mod teams, or even just ask for a few maps for your mod. |
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Not That I Have The Time..
#483 posted by cardo on 2014/09/05 15:56:30
But interested to know what the project is nonetheless?
Hi
#484 posted by Tronyn on 2014/09/10 02:21:11
I'm looking for a few people to do testing on Drake - that is testing both the mod and levels. Also, if anyone is willing to contribute basically anything else, I'm certainly listening (some basic texture work, or even some mapping contributions would be good).
@tronyn
#485 posted by wakey on 2014/10/21 23:21:54
You can use stuff from Katharsis if CC license is ok.
http://www.moddb.com/games/dark-revelations
I In Turn
#486 posted by wakey on 2014/10/21 23:23:03
am looking for a QC experienced person.
Old Discussion
#487 posted by Zwiffle on 2014/11/01 17:24:57
http://celephais.net/board/view_thread.php?id=15861&start=420&end=420
I would love to work on a spiritual successor to Quake with a lot of modern features. Primarily take what I love about Quake, update it, and add new features (gravity flipping for example.)
http://www.moddb.com/mods/shamblers-castle/images/fighting-scrags#imagebox
Shambler's Castle was great iirc. Something simple like this, with actual patches/terrain, higher fidelity brushwork, better models/lighting/fx/whatever else would be very satisfying. Doesn't even have to be actual Quake, just Quake-like. I'm all for brand new settings/weapons/enemies/powerups.
That is all.
Basically...
#488 posted by Shambler on 2014/11/01 23:23:10
...organising that would be like trying to herd puppies using live bees.
GL, HF, etc.
This Is A Ticking Can Of Worms
Well
#490 posted by ijed on 2014/11/03 02:17:28
it'd be about remaking quake, so that might make a good name...
#491 posted by scar3crow on 2014/11/11 16:40:50
In response to http://celephais.net/board/view_thread.php?id=15861&start=420&end=420
I tried to get this going two years ago, worked up a design document for just about all the mechanics, defined 13 new monsters as well as their unique AI bits, 9 weapons, the asset requirements for all of them, wrote functional expectations for them and scoped that inside of milestones. Got two coders and an artist to get it rolling, was planning on soliciting some people here for mapping when it hit two milestones down from where we were, and... it all stopped.
When you don't have money, it is hard to pull people away from their personal/pet projects.
But yeah, the idea was firmly in "I love Quake, a sequel would likely not do it justice, a remake would be an insult to the creative design and the myriad player interpretations of such a low-fi game." But it did still involve an unnamed person with nigh industrial equipment as weapons in medieval/unrefined metal levels that were made for the sake of gameplay, and inhabited by beasts created for the purpose of guarding such worlds and killing people like you.
Moved.
#492 posted by Shambler on 2015/01/07 21:28:32
Blood Evolution [EDIT]
Posted by Killes [195.212.29.178] on 2015/01/07 20:46:45
Ok this looks interesting, on UE4 :
http://www.moddb.com/games/blood-evolution/news/early-development-blood-evolution
Seems hes pretty serious and potentially has some skills/experience to make this real.
Heads up for anyone from the old Transfusion team and other interested, he's looking for help.
If Only I Knew How To Make UE4 Maps
I loved Blood.
#494 posted by scar3crow on 2015/01/09 05:27:09
The thing about remaking Blood is, we don't have the game source, and thus we don't really know the values. Blood has 3 armor/damage types, there are instanced damage, splash, and damage over time. Every monster has varying health and armor values by difficulty. Such things can be extrapolated, but it is a lot of work.
Also, nothing demotivates a team like uncreative work - recreating someone else's work. No matter how much you love it.
I want to be excited, but I must admit I was put off by the mention of Interceptor, ROTT 2013 was rather horrible in many ways, and completely failed to "get" the game.
Blood is one of those IP hills to die on, it has so many components critical to its character...
And On That Note
#495 posted by scar3crow on 2015/01/09 05:31:52
I was laid off today. If anyone is aware of a project that could benefit from some remote QA, be it game, site, service, program... 6.5 years experience, 70+ games with over 50 developers and 12 platforms. Basic test execution, on up through test engineering and managing the testing of an entire title. Been on everything from Angry Birds to Ryse.
If you just need some additional eyes, or want a full test plan, a suite of cases, and even standardized bug formats for your community and beta testers, I can help you out.
Sorry To Hear That
#496 posted by starbuck on 2015/01/24 13:42:24
but impressive resume! best of luck finding something
#497 posted by gb on 2015/01/29 20:16:50
Also, nothing demotivates a team like uncreative work - recreating someone else's work. No matter how much you love it.
I think Remake Quake got remarkably far, in hindsight. A lot of creative levels, a pile of new QC and things like BSP2 came out of it before it evaporated. Sure, there was a lot of hubbub about it, because we released too much stuff in a pretty early phase of development and there was just this wall of nope. It died before things had a chance to mature and be ironed out. Think how much other games changed between their early phases and the eventual release.
There is room for creativity there. Lots of Quake and Doom map remakes exist.
The entire team just needs to be aware what exactly it is they are going to make from the start. Otherwise you get several people trying to make different games. Remake doesn't mean the same thing to everyone. To some it means "spiritual successor" (but agreeing on what the spirit is in practice is hard), to others it means "same gameplay with different graphics/monsters/levels." And I think there are more possible definitions than that. That's why it's hard to do a remake and yeah, it is probably not a smart thing to get into, all things considered.
Doing a "game in the vein of" is much more realistic, but the trap there is that you're attempting to capitalize on the nostalgia/retro thing and that might not generate as much interest as you think (how many people actually play Quake?), unless you have a prototype or something that is actually good and can stand on its own.
I'm interested to see how e.g. RetroBlazer and Strafe will do on kickstarter.
PS. Trying to recreate 30 levels is gonna be suicidal no matter what. How many games have 30 levels today. A dozen is already a high mark to hit.
Depends On The Game
#498 posted by ijed on 2015/01/30 19:44:51
I just submitted one with 131 levels ;)
#499 posted by gb on 2015/01/30 19:56:55
Procedurally generated?
Guess What
I Guess...
#501 posted by JPL on 2015/03/07 22:31:20
... you gonna apply fo the job offer ;)
If Someone Here Ends Up Working On Strafe
#503 posted by starbuck on 2015/03/08 16:00:49
I'll be 100x more interested. Cool to hear they're serious about getting same real old-school mapping experience on board!
And that jobs page is the first example i've seen of web 3.0. It changed my life.
So Good Luck...
#504 posted by JPL on 2015/03/08 16:33:11
.. for the candidates :)
#505 posted by Spirit on 2015/08/05 20:20:28
I Break Together..
#506 posted by mfx on 2015/08/05 22:59:16
Surprisingly Enough
#507 posted by adib on 2015/08/05 23:11:53
think I got what "neue B�ro in Frankfurt" means.
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