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Jobs & Mappers Wanted
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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OpenKatana In Need Of Mappers 
Currently looking for someone familiar with creating both singleplayer and multiplayer maps for Quake but is capable of working with unfinished tech and also capable of providing reasonable/helpful feedback on tools, engine and documentation.

An understanding of C would be a plus but is not a requirement.

http://www.moddb.com/members/hogsy/images/openkatana561#imagebox
http://www.moddb.com/members/hogsy/images/openkatana564#imagebox
http://www.moddb.com/members/hogsy/images/openkatana562#imagebox

If you're interested then please feel free to contact me providing some examples of past work and some information on your computer specifications would also be helpful ;)
hogsy@oldtimes-software.com 
Is This An Open Source Daikatana 
holy shit mad kudos 
 
some information on your computer specifications would also be helpful ;)

My computer is a modified toaster powered by a room-sized array of hamster wheels, for unrivalled parallelism and cuteness. Do I qualify? 
Yes And No... 
@396
We're lucky in that we have access to almost everything from Daikatana's development but this isn't a 100% remake otherwise this would be a much easier job. The whole idea in OpenKatana was initially to recreate the game as it was when it still used the Quake engine back in 1997 but we're done with that and are now expanding upon it to make sure it's not only a better game but also appeals to a larger audience. And Daikatana should be going open-source later this year ;)
http://dl.dropbox.com/u/5324043/images/2012/dk_1.2sourcecode.jpg

@397
It may seem like a silly question but I want to make sure that if there's any problems that someone may have then I won't have to bother asking in the future. Making sure we don't leave older systems behind too much but also making sure everything works fine and dandy on newer systems is a pretty difficult job but we want to make sure that for people who may have to use a slower machine such as a laptop will be able to play too. 
Good Luck 
Sounds like a noble goal. 
RMDKT 
Quite an endeavor. Which engine is this supposed to be made in anyway? 
@400 
We initially started off with the FitzQuake engine as we felt it was a perfect balance and a good starting point for us, and I have been continually adding to it ever since we started. Quite large chunks of it have either been heavily revised or rewritten.
Really there's a lot of changes I could go into but for the most part the only thing that will really affect anyone willing to create or bring their own modifications to OpenKatana is that the game-logic has been almost completely rewritten in C and QuakeC has been completely thrown out the window, on top of that some parts of the engine such as the menu have been mostly rewritten and separated into their own "module" and some tools have been updated but we've spent a lot of time making sure that all the game code and tools are nicely documented so that people can get right into it. 
 
i have to ask... why would you remove quakec? it provides an easy way modify game logic without having to modify the engine, is 100% portable and is already very similar to c anyway. 
@402 
This is a common question and it's hard to answer as there's a lot I could say about it benefit-wise. I'll probably write something up about it at some stage but for the most part it's just easier for us to manage, It's been rough writing everything out again but certainly been worth it to throw out so much garbage but at the same time just add so much more control for those working on creating modifications. Concerning portability in terms of supporting Linux and Mac, it was a sacrifice I was happily willing to make as those are not platforms we currently aim to support since as stated earlier one of our focuses is making sure we support a wide range of hardware and to be fair it takes a lot of pressure off our shoulders...
Also just to clarify the game logic is still separate and does not require any modification to the engine to alter, somewhat similar to Quake 2 I suppose but probably managed a little better.

I'll be heading to bed for now but will happily answer any questions tomorrow ;) 
NeverSoft Apparently Needs Level Designers 
As in, really bad.

http://www.neversoft.com/taleo.html
(just scroll down past the search fields for a bucket list of positions)

I know this isn't the most popular place for Call of Duty, but they picked up the franchise and are hiring a lot of level designers for it. Some of the positions mention Radiant as something they like proficiency with (and yeah if you didn't know, CoD maps are still made in Radiant). Figured I would pass along for anyone job hunting who wouldn't mind moving to California. 
Off Topic 
Call of duty maps went downhill after modern warfare 2. The gameplay died in cod4 ;) 
 
I am looking for someone who would make me a pre-roll (or how is it called) intro for the Quaddicted youtube channel. 1-3 seconds of some dark brown grey black awesomeness with "Quake" andor "Quaddicted" or something like that. We'd flesh out the idea together.

The channel is for Quake videos, be it sp, coop, mods, maps etc. Ignore the qw video dump, that was just archiving. The intro would be for self-made/-captured videos only. 
 
I am looking for someone who would make me a pre-roll (or how is it called) intro for the Quaddicted youtube channel. 1-3 seconds of some dark brown grey black awesomeness with "Quake" andor "Quaddicted" or something like that. We'd flesh out the idea together.

The channel is for Quake videos, be it sp, coop, mods, maps etc. Ignore the qw video dump, that was just archiving. The intro would be for self-made/-captured videos only. 
PS 
Looking for the video/fx part, not the music, unless someone is omnipotent. Music would be either something dark ambientish or doom metal or just some whoosing. 
I Vote Whoosing 
 
Don't Do That 
 
From "QuakeRoot": 
Greetings!

I'm recruiting volunteers to create an Open Source Quake1 (single & multi-play) alternative. Here are the main bullet points:

*Full Replacement Content
* Male & Female player models (no pornographic models please)
*The original Hammer
* A new full Single-Player Episode (8 levels)
* 10 new Multi-player levels
* An End-Boss for every episode (4 new bosses)
* Play as monster (single & multiplay)

Go to www.IconicIdea.com to register for the project, the site has forums and chat. There are still items being debated, such as the engine that will be used. Feel free to add input, or opinions. No one will be turned away who genuinely wants to be a part of this.

This project will have complete replacement content except for the original Quake levels which have been released to GPL. There can be NO derivative works of the original content. This means you cannot use the previous models, sounds, textures, animation, or AI as a template - we have to create our own. If you add copyrighted or derivative works, it will be deleted. This is an Open Source Project and as such needs to be free of such things.

We want the Hammer created as originally advertised by Id Software. The earliest information releases described "Quake" as a Thor-like character wielding a giant hammer, who knocks away enemies by throwing the hammer -complete with real-time inverse kinematics. This shouldn't be confused with the hammer that was provided in Quake Mission Pack 1: Scourge of Armagon. We want a full blown "Thor-Hammer" that can be thrown - and returns to you. This weapon should be effective but not Godly, it cannot return "clipping" through a walls, if it hits a wall the player must retrieve it.

The original levels will, of course, be used (as they've been released to GPL) - We'd like to have a completely new episode (8 levels) built into Single-Play (Aztec style?) and 10 new levels for Multiplay.

We want 4 (Single-Play) "Bosses" created, one for each episode (except the 1rst which already has a boss) with the difficulty increasing incrementally when facing each Boss.

Options to play as a Monster in single play and multiplay. For instance, the option to play a fiend, that can pick up armor, but no weapons, or an ogre that picks up armor and grenades but nothing else - etc. Or even muliplayer games pitting factions of monsters against the others. 
Twatbler 
Let me ask the usual "why would this not fail" questions:

What will you do?

What is your game dev background?

Why will this attempt not fail?

What engine do you use?

The name is arbitrary and there is some free software project with the name already. 
 
@spirit, I think you will have to go to the specific forums to get the answers you want.

The start of the project has been discussed at QuakeOne over the last couple of weeks if you are curious to know more of the origin. 
Stuff 
Here you go Spirit.

What will you do?
I'm the one who got the project announced and will keep it together. Solve disputes, find talent, communicate with everyone, and keep everyone on course. Added to that, anything tedious, monotonous, and difficult thing on the project that the more specialized people don't have time for.

What is your game dev background?
I don't have any, I'm studying programming - I'm not "there" yet when it comes to developing - but I can get people together, and still make something. I motivate others.

Why will this attempt not fail?
That's.... not even logical. Any attempt can fail. "Attempts" fail because people fail to work together and communicate.

What engine do you use?
That's currently up for debate, if you want to be involved - or at the least put in your 2 cents, register at www.iconicidea.com and start talking.

The name is arbitrary and there is some free software project with the name already.

The name is not trademarked as far as I'm aware. Additionally, it's a 'filler' name. It's just something to get the project going.

Peace 
What's The Point? 
Usually these kind of projects seem to be a reoccuring theme withing the multiplayer communities, discussed or initiated in the deluded notion that there's a thousand potential new players around the corner just waiting for a free alternative to use (which isn't going to happen). It's a fairly egoistical thing at that, because rather than making a proper game for new players to experience and enjoy an FPS classic, it's actually all about the creators/multiplayers own benefit, yielding to new online opponents - nothing changes for them as they own the original game; yet the new players may well have to make do with a sloppy and barebone version which likely doesn't live up to the original in the slightest. This opinion is based on the countless examples of replacement content that has appeared over the years, much of which is either terrible in terms of looks or technical quality, or has a questionable legal/licensing status.
The original game can be easily obtained from various sources, either buying it in online stores (imo often overpriced, though) or downloading elsewhere.

Now, this project sounds a little different insofar as it's supposed to include single player mode and furthermore aims at recreating everything from scratch as opposed to a GPL collection based on Quake and its IP.
But I don't see the point. I guess it's okay as a creative endeavor, if people get together and enjoy making something new in a team. However, it can't replace the original Quake. Ever. Simply because it's a new game from scratch, with new models, sounds, textures - the very things that make the game what it is and create the atmosphere and style that everyone appreciates. An open source remake would be a game that may work like Quake, but it won't be Quake. Look at FreeDOOM for reference. It's a free Doom clone; you can even play many custom maps with it. But it's not Doom. I'd rather not play at all than use that to load any levels.

Apart from all that, creating all-new content is a huge undertaking that one must not underestimate. It requires a lot of time and skill to pull it off in a proper fashion. All new stuff has to be of a consistent quality and theme, not just a hodgepodge of free material from various sources. We're talking about dozens of sounds and models, and at least 500 individual textures. These things MAKE the game for the most part. It's even more difficult without a dedicated team, and currently I don't see the potential and determination anywhere around the Quake communities. Add to that the old "new guy has an idea, wants others to do most of the work" effect Spirit mentioned above and the project becomes even less likely to become reality. It sounds harsh, but this kind of thing has happened time and again throughout modding history and it showed it's not a good foundation for a project.

If anything, you should aim lower for a start. Try to make a completely free version of a single level, or theme (e.g. the base maps), and continue from there. If there is something to look at, a proof of concept, it should be less difficult to attract more supporters. As it stands, I don't see much hope for this beyond what's already been done elsewhere, sorry.

Btw. as a matter of fact, something like this has been attempted before with OpenQuartz. Didn't turn out so well. 
 
@negke: As far as i unterstood it, OpenQuartz was rather meant as barebone for development, than something to be played by istself.
Might still be wrong though.

But i agree in the rest of your post.
If a team wants to spent so much energy for creating new content, this energy would be more wisely used for a fresh concept, something surprising maybe even.
Maybe it's the fear of failing with something original, why some people stick with thinking of such "remakes". 
 
the immediate problem with that is that you will be compared to the original, and "failure" to meet all the different expectations and being faithful to the ad many different interpretations will be much more likely. 
 
"What is your game dev background?

I don't have any, I'm studying programming - I'm not "there" yet when it comes to developing - but I can get people together, and still make something. I motivate others."

This is going places. 
Don't Really Like Shooting Down Dreams But... 
these open source remake things suck. If what you're remaking Quake into is a close reinterpretation of the original, then you're on shaky copyright ground anyway, and even if it turns out well, you might not be able to distribute it.

More likely it doesn't turn out well though, because the process of getting a whole set of game content together is a huge one, and you'll compromise and make do with anything that vaguely approximates Quake, and end up with an incoherent brown sludge of a game.

That doesn't mean you shouldn't be working on game projects though. You need an original idea that you're passionate about. Nothing that's ambitious beyond your means either. Use your organisational skills and programming skills to put together a modest prototype of your game, just a level or two which is unique or fun, or even both. If you have a small, FINISHED, high-quality slice of your game, it'll be easy to recruit more hobbyists to help you expand your scope. 
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