About:
Demesne is a tactical shooter that features realistic collisions, explosions, and projectiles. Players choose from different classes that have an assortment of abilities and their own unique weapon. Each weapon interacts with objects and the terrain differently. The Grenadier has a shrapnel based weapon which arcs into the air, and once it touches the ground bombards its victim with an array of shrapnel. The projectiles bounce according to the terrain it collides with. If it hits on a ramp, the shrapnel will fly down the ramp. Thrown grenades can roll down ramps and ledges. Imagine tossing a grenade behind an abandoned vehicle causing it to slide and smash into an enemy. It creates a very dynamic battlefield.
The game can be a death match, capture the flag, or any other exciting mode.
The setting is a futuristic war-torn world. Each arena will be different from destroyed cities to desecrated temples. Cars, trucks, destructibles lay in the midst of the ruins, use them as cover but be weary of the possibility of them being used against you.
Progress:
So far only the physics engine (the thing that makes collisions, projectiles, etc. possible) is finished. It still has some kinks to work out, but mainly done.
A rough concept has been created for the trial of games like this, after this one is completed many more can be created.
This game will progress very quickly for what's left is pretty simple.
The Team:
Terrainer:
Difficulty: Hard
Required: An excellent terrainer who can make beautiful terrain, but at the same time create dynamic arenas which maximize the capability of the physics engine. As particles will collide with the terrain and act accordingly the terrain has to be elegent, well thought, and creative.
Data Editor:
Difficulty: Moderate
Required: The data editor needs to know the basics and be well equipped for odd challenges that will arise around creating different particles, units, objects, all that will interact with each other.
Dialogue:
Difficulty: Moderate
Required: Since each player can choose an assortment of classes and weapons, a custom dialogue has to be made to give a stylish, simple, fast and easy control panel.
Artist:
Difficulty: Moderate
Required: The artist will be responsible for anything required in making the game look excellent graphic wise. The artist will also be able to make any sort of design that he wants for the game, and if it looks good, it's in!
Sound:
Difficulty: Moderate
Required: Someone who is excellent at choosing sounds for explosions, collisions, etc. Must be talented at choosing these, editing is a plus.
Other:
If you're interested in this game for any other reason just send me a pm, tell me why you should be on the team and I'll definitely consider it!
Contact:
Interested? I hope so. This game has so much potential, being new and innovative.
Go ahead and send me a pm saying:
1. Who you are, why you want to join, etc.
2. What position you want to fill.
3. Possibly linked examples of your work.
4. How much time you have. This is very important.
If you would like to actually see the physics engine, I sadly have no idea how to make movies using fraps, but we could definitely do some testing on sc2.
I plan to have a beta within a month, depending on how good diablo 3 is.
Update: Diablo 3, meh, you choose. But the latest update to the physics engine is wonderful. It runs extremely smooth. I will post a video as soon as possible.
About: Demesne is a tactical shooter that features realistic collisions, explosions, and projectiles. Players choose from different classes that have an assortment of abilities and their own unique weapon. Each weapon interacts with objects and the terrain differently. The Grenadier has a shrapnel based weapon which arcs into the air, and once it touches the ground bombards its victim with an array of shrapnel. The projectiles bounce according to the terrain it collides with. If it hits on a ramp, the shrapnel will fly down the ramp. Thrown grenades can roll down ramps and ledges. Imagine tossing a grenade behind an abandoned vehicle causing it to slide and smash into an enemy. It creates a very dynamic battlefield.
The game can be a death match, capture the flag, or any other exciting mode.
The setting is a futuristic war-torn world. Each arena will be different from destroyed cities to desecrated temples. Cars, trucks, destructibles lay in the midst of the ruins, use them as cover but be weary of the possibility of them being used against you.
Progress: So far only the physics engine (the thing that makes collisions, projectiles, etc. possible) is finished. It still has some kinks to work out, but mainly done.
A rough concept has been created for the trial of games like this, after this one is completed many more can be created.
This game will progress very quickly for what's left is pretty simple.
The Team:
Required: An excellent terrainer who can make beautiful terrain, but at the same time create dynamic arenas which maximize the capability of the physics engine. As particles will collide with the terrain and act accordingly the terrain has to be elegent, well thought, and creative.
Required: The data editor needs to know the basics and be well equipped for odd challenges that will arise around creating different particles, units, objects, all that will interact with each other.
Required: Since each player can choose an assortment of classes and weapons, a custom dialogue has to be made to give a stylish, simple, fast and easy control panel.
Required: The artist will be responsible for anything required in making the game look excellent graphic wise. The artist will also be able to make any sort of design that he wants for the game, and if it looks good, it's in!
Required: Someone who is excellent at choosing sounds for explosions, collisions, etc. Must be talented at choosing these, editing is a plus.
Contact: Interested? I hope so. This game has so much potential, being new and innovative.
Go ahead and send me a pm saying:
1. Who you are, why you want to join, etc.
2. What position you want to fill.
3. Possibly linked examples of your work.
4. How much time you have. This is very important.
If you would like to actually see the physics engine, I sadly have no idea how to make movies using fraps, but we could definitely do some testing on sc2.
I plan to have a beta within a month, depending on how good diablo 3 is.
Update: Diablo 3, meh, you choose. But the latest update to the physics engine is wonderful. It runs extremely smooth. I will post a video as soon as possible.