Building A Team For a game
by Tommee Mullins · in Jobs · 08/02/2007 (2:08 am) · 2 replies
Im looking for 2 programmers..
slightly decent experiance in c++
the game i want to make will be a hacking simulation game...with online abilities ((later on down the road ))
i do graphic design and im looking for people to help me,ACTIVE people.
only 2 more people and we can get started any profit the game makes..will be split evenly between us..
Thanks if ur interested my email is Broken_Octavarium@yahoo.com
slightly decent experiance in c++
the game i want to make will be a hacking simulation game...with online abilities ((later on down the road ))
i do graphic design and im looking for people to help me,ACTIVE people.
only 2 more people and we can get started any profit the game makes..will be split evenly between us..
Thanks if ur interested my email is Broken_Octavarium@yahoo.com
About the author
#2
If you're gonna go with a heavy abstract 3d environment, I'd like to offer up a possible suggest which might add to the fun factor of the game. Assuming you're not already past the initial design phase that is.
If you're able to, go check out a Half Life 2 mod called Dystopia. It's a multi-player, team-based, CTF-style mod set in a future cyberpunk setting. One of the cool features in Dystopia is certain classes can hack into computers in the game.
The interface for hacking is a 3D simulated world. Different parts of a computer network are represented as nodes (represented by large cube shaped buildings), connected by pathways (represented by glowing 'tubes' between nodes).
The really neat thing here is that within pathways, gravity is disabled, and the node can end up twisting and turning many directions. Up and down become mostly irrelevant until you re-enter a node. Even then, all the walls and ceiling can become 'down'. Along the walls there are 'gravity paths'. When you run into a wall with one of these paths, the player avatar will flip orientation to use the wall as a new floor.
Architecture and level design in such an environment can take some pretty interesting forms, with some node terminals needing several gravity flips to reach.
Anyways, just an interesting idea I wanted to toss out there for your hacking sims.
Good luck, have fun, and can't wait to play your games!
08/02/2007 (11:58 am)
Hey Michael, is your TGE hacker game going to have a 2d or 3d interface? Will it be loose abstract like Uplink (where the act/tasks of hacking look and feel *similar* to real world hacking), or heavy abstract (think cyberdecking from Shadowrun/Cyberpunk)?If you're gonna go with a heavy abstract 3d environment, I'd like to offer up a possible suggest which might add to the fun factor of the game. Assuming you're not already past the initial design phase that is.
If you're able to, go check out a Half Life 2 mod called Dystopia. It's a multi-player, team-based, CTF-style mod set in a future cyberpunk setting. One of the cool features in Dystopia is certain classes can hack into computers in the game.
The interface for hacking is a 3D simulated world. Different parts of a computer network are represented as nodes (represented by large cube shaped buildings), connected by pathways (represented by glowing 'tubes' between nodes).
The really neat thing here is that within pathways, gravity is disabled, and the node can end up twisting and turning many directions. Up and down become mostly irrelevant until you re-enter a node. Even then, all the walls and ceiling can become 'down'. Along the walls there are 'gravity paths'. When you run into a wall with one of these paths, the player avatar will flip orientation to use the wall as a new floor.
Architecture and level design in such an environment can take some pretty interesting forms, with some node terminals needing several gravity flips to reach.
Anyways, just an interesting idea I wanted to toss out there for your hacking sims.
Good luck, have fun, and can't wait to play your games!
Employee Michael Perry
GarageGames
I too am working on a multi-player hacker simulation. I toyed with the idea of using Uplink's code base, but have decided to use TGE and borrow my favorite parts from Uplink.
I wish you luck, and if you get your game out the door before me, I will gladly buy it since I love the concept so much =)