The Shee Labs Bar
#41
Posted 10 June 2008 - 11:53 AM
#42
Posted 10 June 2008 - 05:57 PM
Yeah, subversion is the best place for it - keeps everything accessible and safe
Is there a format I should put it in so it can be easily installed instead of just a bunch of folders that need to be put different places?
#43
Posted 10 June 2008 - 07:17 PM
#44
Posted 11 June 2008 - 07:01 PM
I know, Max, Maya, Zbrush, Mudbox, and I've been getting familiar with Unreal 3 for the past couple months
You can check out my is portfolio/blog here: http://chasarsis.blogspot.com
I'll spend some time looking around, and if you guys need my skills, just point me at a goal and lemme know how to get started!
#45
Posted 11 June 2008 - 09:29 PM
Here's the jist of what's going on down here at the moment; we're working on throwing out an team-coordination orientated multiplayer game mode (Unreal Rider Project) in a ludicrous time frame. We've been developing for 11 days now, and we have 9 to go before I want something releasable. Unless you want to shit out three player models in a week, I think you might not find much to do here . Might need some simple odds and sods, so if you keep track of the project topic, you'll know.
Our primary project, that we've been taking a break from and are going back to at the end of the month, is more of an experimental experience - it's a cyberpunk singleplayer speed-running game played in the third person. We've actually the key code foundation solidly in place, because we were initially intending to develop in six weeks, and have it finished for the end of the month. We later decided we'd look at entering it in the MSUC competition (http://www.makesomethingunreal.com) during phase two - so we have until partway though August until a release date now. We've got some groovy features implemented for it, such as a system wherein the environment changes appearance (materials and post processing) dependant on how well the player is performing - and we want to implement online statistics on a website, as well as film live action cut-scenes to direct the player. This is a project where we will want a lot of custom assets work.
After that? Who knows, we'll see how everyone feels about tackling the next big challenge - we've already got public concepts for a very sexy racer, first person shooter with a twist, and I've got documents for a side-scrolling platform shooter / puzzler, as well an RTS based around Unreal 3 tech - but this is not important right now.
If you're looking for something to do, the best place to dive in at the deep end would be a Tron-Esque player model for the DataRun project. There are no concepts, so you'll want to do the legwork on that score yourself. The visuals are demi-realistic, but there's a lot of free reign in this department, as it's a contributed, rather than scheduled or directed project. It should be rigged directly with a suitable UT3 player skeleton, consist of no more than 15,000 polygons, and may have any necessary number of texture maps with resolutions of up to 2048x2048. I'd imagine that a single diffuse (with baked occlusion, if need be), emissive, normal and specular mapping would be all that is required.
If you're used to working with Chris, you may find the atmosphere a little different - we're a very initiative based group; agree on a project, set it's scope and a deadline, and just go for it, no scheduling, no regular meetings. So long as we keep up to date with one another via messenger, and more importantly through the forums, we're all good.
A heads up on who the other faces are you'll see around here - you've met me before, I'm a technical designer and a programmer, and do the management legwork where need be, if required. Xiongmao is a programmer, and has been doing an awful lot of great work on both current projects. Yuumei is also a programmer, and he'll specifically being dealing with the web based stat system, so you probably won't have much dealings with him. We also have Darknet, who is a fairly newbie blender 3d artist / level designer, who has a healthy level of dedication, but could probably do with some tips. He's done some meshes for out preliminary level design for the DataRun project, which may be worth taking a look at when you get the chance. You'll get a lot of other people popping in and out for 'Mutator Week' - don't worry too much about them, it's a rookie programming / learning experience we also do
#46
Posted 12 June 2008 - 08:20 AM
Feel free to upload any meshes (weapon, vehicle, ..), I'll integrate them^^. Ask Luke for Svn access if it's not already done.
Here is the Wiki used for DataRun. As Luke said a new player model could be really cool, we also plan to code a kind of weaponless raptor.
Luke is right, there's no schedule except the deadline itself^^, we pick a task between all tasks we identified during specifications, implement it, perform some unit tests and upload it.
I believe DataRun has a great potential. As we decided to enter TC section of MSUC Phase2, you will have an important job as we must custom as much as we can the TC.
Ps: I work less on UnrealRider than DataRun If I can find why those stupid takeDamage methods are not called
#47
Posted 12 June 2008 - 02:20 PM
Also, we now have permission to modify this map for UnrealRider Project:
http://forums.epicga...ad.php?t=602801
It should suit us well.
#48
Posted 12 June 2008 - 10:08 PM
To be honest, not to many people seem familiar here, though I kinda know you ambershee, from moddb. But I'm guessing that'll change over the next couple weeks
Edited by Chasarsis, 12 June 2008 - 10:08 PM.
#49
Posted 12 June 2008 - 10:54 PM
We tend to use MSN Messenger ourselves, so if you could get on that, it'd be handy. I'll PM you mine, Xiongmao's and Darknet's addresses.
As it happens, I recognise you from working with Chris - I was doing a bit of design legwork before Project Valkyrie, but left shortly after that project took off as Source holds little interest for me.
#50
Posted 13 June 2008 - 12:37 AM
Look forward to seeing some designs. I'll sort you out with SVN access tonight, shouldn't take long after typing this post.
We tend to use MSN Messenger ourselves, so if you could get on that, it'd be handy. I'll PM you mine, Xiongmao's and Darknet's addresses.
As it happens, I recognise you from working with Chris - I was doing a bit of design legwork before Project Valkyrie, but left shortly after that project took off as Source holds little interest for me.
Hello thar
#51
Posted 13 June 2008 - 02:11 AM
#52
Posted 13 June 2008 - 06:35 PM
#53
Posted 13 December 2008 - 11:44 PM
I'm Tom although everyone seems to default to calling me Carter, I'm a third year games art student right on the precipice of having to find a real job , I'm familiar with 3ds max, photoshop, mudbox and of course mapping and asset creation in the Unreal 3 engine
My loves are making high poly assets for normal map creation and creating original looking textures - give me a tiling texture to make and I'm a happy chappy
Anywho I'm looking foward to working with you all and picking up some new stuff on the way,
Carter
#54
Posted 11 January 2009 - 01:01 AM
I'll be a fragment story writer for the DataRun project. I'm really excited about this project, so I hope I can stay true to it.
#55 Guest_Andrew McCray_*
Posted 11 January 2009 - 02:53 AM
My name is Andrew McCray, and I am a 4th year LA English student with a Writing minor. I love writing anything and everything, and I am joining the project as a fragment writer. My goal is to end up in the video game industry at some point, but I want to be on the writing/creative side of it, and I know how hard it is to break in from that angle. So I can live if I dont make it until Ive worked in some other industry for a while, perhaps with a publishing house.
#56
Posted 11 January 2009 - 02:55 AM
#57
Posted 11 January 2009 - 06:18 PM
I'm new to game development, but hope to get into it as a freelance writer and establish myself with projects like this. I have however been writing all my life and have alot of experience with scifi and fantasy. I'm also in college, English major, all the time looking for ways to improve my writing so I hope I will get the job done here. I've also spent alot of time playing UT, if that helps.
Edited by Shazane, 11 January 2009 - 06:18 PM.
#58
Posted 12 June 2009 - 03:26 PM
0 user(s) are reading this topic
0 members, 0 guests, 0 anonymous users