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Plan for Philipp Hummer

Plan for Philipp Hummer
Name:Philipp Hummer
Date Posted:Nov 23, 2005
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Blog post
finding a programmer, who lives a) on planet earth or b) comes from any interstellar group, which works for the benefit of all creative races in the universe and the good in all times.
after some missleading experiments with other programmers from around the world, we finally are shaking heads, not hands, and so our development progress is still just about art and content. hell, i simple find it difficult to accept, but that is perhaps my own fault. me, in general is a mind, who likes to get involved with others, whom i have never seen in real life, and, in addition, likes to get involved into creative and interesting projects.

around now, we have mostly all grafical contents ready for the prototypes of two, in my opinion, for sure, unique games. one, gods dawn, takes the RTS gameplay as a basic component and adds the flavor of playing trading cards like magic the gathering, but without even mentioning a card itself in gameplay. its in the hand, which is the secret, and the feeling you never can be sure, what your opponent plans with his / her hidden cards. in gods dawn we introduce a morphing system, so you can change a unit completely, and in that way, counter attacks, build traps, play new strategies, for sure, all in the borders of ressources and time. and, another thing, the faction-design base allows extensions anytime, so another trading card game aspect is covered in some ways: getting better units and stuffs as they are available. yes. - hell, i even dropped my little secrecy someone's usually keeping about detail description of plans and game designs. anyway. i wont mention the gods gate, the setting of the battle in the multiverse and the creation of life on dead worlds to gain life energy. oh, i did mention it now? damn. trapped. anyway.





yes, and c. corperations. cyberpunk RTS gameplay in the tradtion of syndicate, which never saw a decendent. perhaps someone knows that, we posted a snapshot here at the garagegames website a time ago. and it shouldnt be considered dead, it's, well, just missing the technical background so far. programming. my personal nemesis. i tried it, i tried to get deeper into the matter, i tried it honestly and with will. but i think everyone encountered that, tie by time, that some things in life are made for others, while they cant do the thing youself do. thats perfect, in the terms of how the world works, but for me, now, here, within this topic, its just .. a mess.





perhaps it is because i dont have the financial side in mind in first instance, me is self-employed and self-depending since 5 years now, but still, i wont let become the pure business-side in me that important. sure, your daily meals arnt flying by per accident ona regulary base, but money, at least for me, is the fruit, and not the tree, which is generating the air i breath. there's a nice term. passion. i learned it while speaking to an american, living in vienna and, guess it or not, who is a programmer. after some nice discussion, i was asked how much i can give to his pocket. now.

perhaps i see world's turning from a wrong angle, but, no .. i wont believe, that this planet, which everybody knows as sphere becomes the flat plate again. in form of a coin. dont take me wrong. financial output is actually an important point, but for me, this will happen, when the tree has grown a little bit. harvest, and then be rewarded. and so, there must be people out there in the wide world, who get a thrill and fun out of creating a game with others, not working like on contract, but putting their creative energy into something bigger, giving the project the touch of their own mind, and, well, be pleased by progress and by their knowledge, that they have others side by side, which feel similar. i want to believe in that, still. and i will.

hu, hopefully, that all doesnt sound to misantropic now, but, i ll carry on, searching for those, who can read the code, in which the physics and mechanisms of worlds are forged. yes, consider it also an ad for the good of all, but it is also a report, about some difficulties, someone can stumble in, without a world spawning knowlege of everything like da vinci. the last universal genius, as i know it. so even those times have passed. time's going by.
so, anyway. i have a plan. i had it before, but now, here, it is official. i will find a programmer for our team. ha! it's a hard life in the mountains.

ka
www.3dtowns.at

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Josh Moore   (Nov 23, 2005 at 02:07 GMT)
Very impressive low poly art.

Edit: the little green eye-ball monster reminds me of a baddie from Zelda OoT for some reason.
Edited on Nov 23, 2005 02:08 GMT

Joseph Euan   (Nov 23, 2005 at 02:59 GMT)
Very, nice art you, have there....

;)

Chip Lambert   (Nov 23, 2005 at 05:03 GMT)
How bout this... here I am in need of artists for my team so we can get on with our project... and here is a team with very talented artists looking for a programmer for the exact same reason... maybe we could benefit from each other maybe? Let me know if you're willing to trade some art for code so to speak.... email me at chiplambert AT lambertsoft-enterprises DOT com if you are interested.

Skye Gellmann   (Nov 23, 2005 at 08:56 GMT)
omg. i love the top monster!! arrrrrrrrrrr!! i love it!

Phil Carlisle   (Nov 23, 2005 at 11:03 GMT)
Philip, perhaps if you chose slightly smaller games and completed those with the help of a programmer, you might be able to attract more.

As it is, youre designs sound very big, which is a lot of work for any programmer. This might be scaring them away.

Work on something smaller first and maybe then you can find a solid core of people.

I've always been exactly the opposite, I'm a programmer who needs to work with artists who care about making a good game. I've always been surprised at how mercenary some artists can be (i.e. wanting money much more than most programmers Ive worked with). So hey, it goes both ways!!! :)

Phil.

Philipp Hummer   (Nov 23, 2005 at 13:35 GMT)
hi, thx 4 your replies. phil, (hehe), the gods dawn plan has been born because of making a game within very tight bounderies. i used the glest engine at www.glest.org, and with its XML design, i could do everything, which is needed for gods dawn: std. RTS stuff (like moving speed, hP, research, ressources..), upgrade unit (=morph unit to other unit type) and different damage rates against different armor types. you can do a lot with such little things. but: glest misses one thing. multiplayer. and that

Unsung Zero   (Nov 23, 2005 at 13:50 GMT)
The mobile headquarters vehicle reminds me of the vehicle from "land of the dead".
I'm sorry to hear that 'C' is dead, but pehaps that will be more motivation to make a syndicate game myself. I've been checking 3dtowns every month or so looking for the progress of C.

Philipp Hummer   (Nov 23, 2005 at 13:55 GMT)
no, not dead, frozen. for now. it just depends on the technical development. we ll see.
ka

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