Coder/Scriptor Needed for Epic Frontiers
by Ted Southard · in Jobs · 02/23/2009 (8:40 am) · 0 replies
Position: Programmer/Scriptor.
Skills: The ability to work with TGEA involving the following tasks:
1) Making projectiles a client-side event.
2) Network optimizations.
3) Modifications to the physics system to make it more stat-driven, with less acceleration/mass/bouyancy calculations.
4) Fixing TGEA's currently-broken swimming code.
5) Various smaller tasks for AI and other functions.
Payment: Deferred as equity. Hours will be tracked at market rate and paid from project revenue, assuming a successful launch. Yes, I know it's not saying much, and I wish it were not the case, but it's the best we can offer at this time.
Other Benefits: Full credit. Free account if we succeed. The ability to gripe about no-good indie work-for-free projects if we fail (you still get full credit, of course).
Duties: Works with Designers to implement functionality within the Torque Game Engine Advanced. Those who spend too much time explaining why features should not be implemented because they are hard should not apply.
Time: We would like you to have a few hours a week available for this, and understand that paid projects, family, and social lives do come first. That said, we would like a candidate with a few hours able to be set aside for this project.
Project Name: Epic Frontiers
Project Type: Online Multiplayer Role-Playing Game (probably not so Massive, but I also wouldn't say no to customers...)
Website: EpicFrontiers.DigitalFlux.com
Team: Three of us at the moment. Ted (Myself, Lead Designer/programmer/scriptor/dba/web designer/business-type), Rick (World Designer/Concept Artist), and Chris (World Designer). We're all from 29-35 years old technical professionals with years of role-playing experience. We're pretty nice guys, and like to collaborate, so someone who can play well with others is very welcome. If you're local to NYC, then that's even better, as we try to have weekly meetings face to face (it's much better than just email). We are also finalizing a decision on a concept artist candidate.
Project Background: Epic Frontiers is sci-fi with some magic in it, set on a world inside a rather lively nebula. This world (Chi'Hamak) is inhabited by four factions of humanoid people vying against each other over land and other (real and perceived) grievances. Landscapes range from deep desert to jungle and arctic areas.
Features: We're planning all of the "standard" MMO features, plus a few unique ones as well.
1) Inventory/Crafting: The inventory system works, and is standard fare. Crafting is as well currently, though we're looking at upgrading it to include modification of items and possibly creating items with sub-par or above-average materials (that last feature may drop though).
2) Combat/Magic: The underlying system works, and we are more or less waiting on me to get the AI systems working for testing NPC-PC combat. It's pretty standard as RPG systems go as well.
3) Skill System: Character development is free-form, with no levels or classes. Players seek out instructors to gain a new skill, and level that skill by using it.
4) NPC Interaction: We have implemented an NPC conversation system that allows for a happy medium between the menu-like conversation of Mass Effect with the deeper conversation of... Well, no other MMO has deeper conversation than this. The conversation system will be hooked into NPC AI (which is in progress) to allow for more interesting gameplay as well. On top of the conversation system, a range of "Soft Skills" are being implemented for actions such as distraction, bluffs, persuasion, etc. Most of this is being implemented within the same "action system" that we are using for magic and combat.
5) Procedural Content Generation: We're planning to lean heavily on content generation to create missions for players of all experience levels so that the content does not become stale too fast, as is usually the case in other MMOs. This allows us to create content tailored directly to a player's style of play and experience with their chosen skillset. This feature is still very much being worked on.
That's pretty much it in a (pretty large) nutshell. I'll be at IMGDC 3.0 in about 8 weeks, and so I'm trying to get a lot of things done to be able to show over there, and part of that is being able to show off a small environment with assets and features created specifically for the game. If you like this kind of idea and would like to create some assets for the game, you are more than welcome to email us.
Any questions about anything above can be directed to Ted@DigitalFlux.com.
Skills: The ability to work with TGEA involving the following tasks:
1) Making projectiles a client-side event.
2) Network optimizations.
3) Modifications to the physics system to make it more stat-driven, with less acceleration/mass/bouyancy calculations.
4) Fixing TGEA's currently-broken swimming code.
5) Various smaller tasks for AI and other functions.
Payment: Deferred as equity. Hours will be tracked at market rate and paid from project revenue, assuming a successful launch. Yes, I know it's not saying much, and I wish it were not the case, but it's the best we can offer at this time.
Other Benefits: Full credit. Free account if we succeed. The ability to gripe about no-good indie work-for-free projects if we fail (you still get full credit, of course).
Duties: Works with Designers to implement functionality within the Torque Game Engine Advanced. Those who spend too much time explaining why features should not be implemented because they are hard should not apply.
Time: We would like you to have a few hours a week available for this, and understand that paid projects, family, and social lives do come first. That said, we would like a candidate with a few hours able to be set aside for this project.
Project Name: Epic Frontiers
Project Type: Online Multiplayer Role-Playing Game (probably not so Massive, but I also wouldn't say no to customers...)
Website: EpicFrontiers.DigitalFlux.com
Team: Three of us at the moment. Ted (Myself, Lead Designer/programmer/scriptor/dba/web designer/business-type), Rick (World Designer/Concept Artist), and Chris (World Designer). We're all from 29-35 years old technical professionals with years of role-playing experience. We're pretty nice guys, and like to collaborate, so someone who can play well with others is very welcome. If you're local to NYC, then that's even better, as we try to have weekly meetings face to face (it's much better than just email). We are also finalizing a decision on a concept artist candidate.
Project Background: Epic Frontiers is sci-fi with some magic in it, set on a world inside a rather lively nebula. This world (Chi'Hamak) is inhabited by four factions of humanoid people vying against each other over land and other (real and perceived) grievances. Landscapes range from deep desert to jungle and arctic areas.
Features: We're planning all of the "standard" MMO features, plus a few unique ones as well.
1) Inventory/Crafting: The inventory system works, and is standard fare. Crafting is as well currently, though we're looking at upgrading it to include modification of items and possibly creating items with sub-par or above-average materials (that last feature may drop though).
2) Combat/Magic: The underlying system works, and we are more or less waiting on me to get the AI systems working for testing NPC-PC combat. It's pretty standard as RPG systems go as well.
3) Skill System: Character development is free-form, with no levels or classes. Players seek out instructors to gain a new skill, and level that skill by using it.
4) NPC Interaction: We have implemented an NPC conversation system that allows for a happy medium between the menu-like conversation of Mass Effect with the deeper conversation of... Well, no other MMO has deeper conversation than this. The conversation system will be hooked into NPC AI (which is in progress) to allow for more interesting gameplay as well. On top of the conversation system, a range of "Soft Skills" are being implemented for actions such as distraction, bluffs, persuasion, etc. Most of this is being implemented within the same "action system" that we are using for magic and combat.
5) Procedural Content Generation: We're planning to lean heavily on content generation to create missions for players of all experience levels so that the content does not become stale too fast, as is usually the case in other MMOs. This allows us to create content tailored directly to a player's style of play and experience with their chosen skillset. This feature is still very much being worked on.
That's pretty much it in a (pretty large) nutshell. I'll be at IMGDC 3.0 in about 8 weeks, and so I'm trying to get a lot of things done to be able to show over there, and part of that is being able to show off a small environment with assets and features created specifically for the game. If you like this kind of idea and would like to create some assets for the game, you are more than welcome to email us.
Any questions about anything above can be directed to Ted@DigitalFlux.com.
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