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I am still pegging away at various projects, with a new founded development group, "26th Century Living", and I need some help with Nova-Style, or your own style 3D graphics. Possibly even more than 4.
It would be great to see some interest.
thedecline
------------------ Who needs chips?: (url="http://"http://3114.spyw.com")26th Century Living(/url)
Even more than four what?
~A~
------------------ "How can I make it go faster?" -Me-
Quote
Originally posted by Azdara: **Even more than four what?
**
Four 3D artists probaly. The problem is thedecline is that just about everyone asks for a 3D artist for their own TC or big plug that usually doesn't get finished. So you'll have to provide some more info , you have to convince people. Why would they want to help YOU and not someone else , convince them.
Good luck,
Entarus,
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That's why I'm not going to be asking for artists until I've at least completed most of the non-storyline universe.
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Yeah, I know what you mean Entarus... I need more info to give you a reply... I'd be up for it, because I just switched to strata and I'm churning out stuff like mad here, but I want to know more... who are 26th Century? What is the plug about? More than four what specifically? Artists? Sounds cool... Ships? Sounds easy... Plugs? Sounds big.
To vague, I'll check back tomorrow.
Looked at the website... looks pretty good, but this kind of stuff becomes vapourware so quickly... I dunno. Convince me.
Alright.... 26th Century Living is just simply a development team, we are not really about anything - just making plugs.
The plugs of course: 3114, is really about sci-fi. I am a great fan of sci-fi of all types, films, books, magazines, games, tabletop battle games, etc. I have a passion for it. I wanted to create an entire reality, for which the player (of course in relitivly limited terms) could interact with a world a thousand years in the future - what everything would be like, how people wash their hands, how they eat food, the computer technology, what sort of governing system they have, etc. Of course a good storyline, and a lot of political commentary will be put into to it as well...
I want people that share this passion and too want to create a entirely different reality, only graphically.
3114 has almost all of it's weapons sorted out, almost all the ships, governments and outfits. The Systs are finished, only they are not all complete (i have quite a few spobs to sort out), and I have done numerous Spob graphics. I have someone working on landscapes in Bryce, and another person helping me out with historical and realism problems. I need more people to work on 3D Nova-Style graphics for things like ships, and outfits. Also coders are deffinatly needed.
The Nehiman Conspiracy: This is just an idea I came up with and put it's basics into nova tools. The idea is that it is set in the same universe as 3114, only eight hundred years in the past, the year 2250. The human race hasn't escaped the boundaries of the Solar System, so the idea is to have jumps to different planets, rather than to different systems (one not so new, but good either way).
"The Nehiman Conspiracy" is still (as I put it on the web page) in enmryo stage, the skeletons of a plot have been written out, but little else (besides the odd weapon and a well thought out ship) has been done. My idea with it is to have a completely story driven game experience - constant missions with multiple goals, the player gaining weapons, outfits and ships as he progresses - but still with an acceptable amount of freedom, to keep it as a space faring RPG.
The plug itself will be quite small, it's storyline similar in size to a major mission string in Nova. I am aiming for only about 25 spobs all up, and about ten ships.
---------
All I can say now to convince you to 'join up', and stop fearing project abandonment is that I am a dedicated person and if I am not working, I tend to give things a lot of extra time. For the past few months 3114 has been getting on average about three hours a day, I would do the graphics and everything myself, but I do not have the skills. I am not trying to get you to do a lot of work, so I can chuck it in after another few weeks, if people join up, I will continue, and continue until it is finished. There is no doubt in my mind about that.
I can submit parts of the plug, (or the whole lot if you want) to people if you want to know alot more.
Formallities:
Position Openings - Historical realism advice: 2 vacant (qualifications include knowledge of many historical events, and or knowledge of scientific details, and or military experience (such as involvement in a war, terms in the army, navy or airforce), and or any philosphy or sociology knowledge).
3D Graphic Designers: 4 vacant (qualifications include a high level of skill with any 3D program(s) of your choice. A submission of previous work is also required).
Nova Tools Programmers: 4 vacant (qualifications include a good to-do knowledge of Nova Tools, a good feel for the writing of mission plots, and experience with making Nova, and or Override, and or Escape Velocity plugins).
Check out (url="http://"http://3114.spyw.com")http://3114.spyw.com(/url) to know more.
Anyone interested please email to thedecline@optusnet.com.au
or reply to this message.
(This message has been edited by thedecline (edited 05-29-2003).)
I'm interested... I'll see what i can do about finding some of my better stuff...
Basically I have a couple (2 and a bit) years of experience with mechanisto, a couple months in strata, and I might be getting FormZ soon, which would kind of release all stops and let me do anything I want...
Can't really say how good I am... most of my Strata stuff looks kinda plain, cause I haven't bothered texturing it, I'm just learning the moddeling side for now. It's all looking pretty angular right now, cause thats the way strata tends to push you, but I'll get there. I'll see if you like my stuff, keeping in mind it isn't textured yet (I use photoshop for that).
Allright?
I can programme any Nova resource except cΓΆlr and I suck at making icons. Other than that I can do almost anything with resources. I also went through a phase of testing the limits of the engine and seeing how weird things could get before they crashed. So if you need something unpredictable, really difficult or really specific then I can do it.
Yo ucan contact me at Starbridge42@hotmail.com
------------------ Hey! If I want cheesey poofs, I'll get cheesey poofs! -Eric Cartman Law Enforcer "Respect my Authorita!"
Dude, I think you are asking for way too many people here. I used to be part of the Corsair Developers which were a group about that size, and even though we had our own board, getting everything orchestrated was a nightmare. The team quickly dispanded. There were lots of really good artists and developers in there... Captain Skyblade, diddlysquat, Captain Carnotaur, Me, Squinky, Nova6, ElGuapo7, Admiral Zombat (he joined near the end), MadFax7, and Jive 320 off the top of my head.
It would be good to have a team the size you're suggesting as the work would get done relatively quickly, but in reality it doesnt work. Get yourself 2 coders, a scenario writer, and a couple of good graphics artists and be happy at that. Anything bigger is too hard to orchestrate. Personally I think that even that number of people is too big.
Good luck whatever ewan
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Okay, Sending some samlples...
Great to get some interest, I will chase you all up by email when I get home.
As far as too many people go, perhaps, but if I run the whole thing, tell people what they need to work on, and they submit stuff to me, me picking through what is good, what needs more work and what isn't good, we have a sort of system where every one works on different projects and things get done with more variety, and more speed. As long as I can keep it all under control, I don't see how things can get out of hand.
The other advantage of having so many people is that you get a lot of different opinions, and creative differences meaning what you produce in the end run is more diverse, and appealing to different groups of people. Also projects with more people working on them are always more polished, and more professional.
thanks again.
The other problem with having 4 graphic artists is that how they roduce the final render of the ship can be VERY different. Especially when it comes to lighting rigs, having different set-ups for the position of the lights can make two ships that were created in the same style look like they were produced for two different games. If you are having more than one graphic artist, it would be best to have one person be in charge of rendering out the final graphics - so they can use the same lighting rig for each ship's spin. This also brings up the problem that not everyone here uses the same program. Strata cant read Infini-D files and vice versa, and exporting to a different format can loose the textures. Also, different programs handle texturing differently, so even if you did send the models and textures separately, they might not look the same in a different project.
Also, what do you mean big teams alway produce work that looks more professional! If you look at any big production, the core team is very small, and have worked together for ages. They know how each other works, so what they do blends together very well. ATMOS are a small team - look what they made! The orriginal EV was made by Matt Burch alone. Frozen Heart was made by one man. Almost all the big projects/plug-ins that have worked were made by a small group of people. Big teams only end up producing a mess. Keep it small, keep it simple. It will be easier in the long run.
Im not trying to bash you hear, but you dont really know of what you talk. Ive been around for years. Ive been in quite a few development teams, and all of them have failed. I speak from experience. I would never work in a developmen team of more than about 3 or 4 people anymore - unless I knew them personally in real life. If you have a real world team - for example ATMOS who know each other personally and can kick each others asses if they are being lazy - it is easier to work as you can work together more closely.
ewan
(This message has been edited by Jules (edited 06-01-2003).)
thedecline:
I'm willing to advise on scientific details, and some history and military stuff too.
I am getting new internet service soon. Therefore, I can't give you my old address. It will be disconnected tomorrow. I will get you my new one ASAP.
Till' then, cheers
gyro
------------------ There are doors I haven't opened, Windows I've yet to look through. Going forward may not be the answer. Mabye I should go back.
I see where you are comming from Jules, and speaking from experience is always the best way.
But I don't know about big teams colapsing - perhaps all the groups you worked with weren't motivated enough. Motivation is what it is all about.
The points you raised about lighting in graphics are useful and I will take them into account. My reasons for getting four people for graphics is to get all the different race's ships looking different... but I will see about that.
Gyrospin hope to hear from you soon.
Anyway thanks for the advice Jules, but i AM trying to get things done, I am doing most of the programming work myself, and I just want to see this plug, which has been in constuction for many months get finished.
thedecline: I'm interested in lending a hand with graphics. I've been learning infini-D for the last couple weeks and I think I can say that I've got the swing of things. The ship I've been working on should be in its last revision. I'll let you know when it's ready.
------------------ -Jim Lomax
I go with Jules on this one, I've been part of about three different large groups, not including the current one (which isn't so large). All have failed, I'm doing a large plug myself now, although I'm not doing the graphics (using NOVA's) that takes a lot of load off my shoulders. My reccomendation for a large dev team is the following:
1-2 Dedecated Graphics Designers 1 Weapons/Outfits Coder 1 Systems Coder 1 Overall Coder 1 Idea Man/Referance Man
The graphics designers sohuld be using the same program, example Lightwave, have them save a scene wit the lighting rigs and camera angles, they just import all their models into the scene and render from all the prearranged cameras. For ship spins develop a streamline, logical, easy method that both artists can use.
If the plug is big you will need a person to just do weapons and outfits, this allows that one person to balance the weapons of all the government without consulting anybody else. This person also controls the outfit images.
Systems are a big thing, you will want one person to do all the systems, this person also handles all the spobs and landing images.
The overall coder manages the spin and shan resources. Also does the standardization for coding and puts all the different elements together, this guy also does the junks, the ships, the nebus and stuff.
The idea man is just that, he's also usually the teams creator.
That's just a rough.
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Originally posted by Jules: **The other problem with having 4 graphic artists is that how they roduce the final render of the ship can be VERY different. Especially when it comes to lighting rigs, having different set-ups for the position of the lights can make two ships that were created in the same style look like they were produced for two different games. If you are having more than one graphic artist, it would be best to have one person be in charge of rendering out the final graphics - so they can use the same lighting rig for each ship's spin. This also brings up the problem that not everyone here uses the same program. Strata cant read Infini-D files and vice versa, and exporting to a different format can loose the textures. Also, different programs handle texturing differently, so even if you did send the models and textures separately, they might not look the same in a different project.
I know what you mean Ewan, the United team (working on my upcoming TC Factions to be released in October or November hopefully) is only six people and I'm already worried about it getting too large. Luckily the team has some very commited people. large teams get very unweildy and keeping in contact with everyone can get difficult. Plugins and scenarios I have made for other games have always been made by me and one or two good friends. Its easier if you know those people because you can see them reguarly and give 'em one swift knee in the happy sacks if they don't do their job.
Basicly I'm trying to say, get a small team of people who are good at what you want them to do and make sure they're commited. I reckon what makes things go vapourware is a lack of commitment.
BTW Ewan have you finished your other work. Mindfrelled's doing well on civilian, alliance and pirate ships but I want the Republic ships at least started by August. I'm on atight deadline. If it isn't released in time Borb's gonna lynch me.
Don't do it Jules, I want to see Starbridge42 Lynched
Originally posted by Starbridge42: BTW Ewan have you finished your other work. Mindfrelled's doing well on civilian, alliance and pirate ships but I want the Republic ships at least started by August. I'm on atight deadline. If it isn't released in time Borb's gonna lynch me.
Well lets see... Terran - 1/6(maybe 7, cant remember) completed (almost 2 Earth - 0/6(maybe 7, cant remember) completed Civillian - 0/? completed Pers ships - 2/3(maybe 4) completed Landings - 2/? completed Outfits - 2/? completed
Basically, no. Ive been very busy recently, due to important Uni exams, so havent been doing much work. However they are completed now so I will be back to work on them now.
I tond you I want sure when I would be finnished and it was up to you to decide whether to wait or not. Your call...