new game-making company :P Are You IN?


(webster) #1

hey all

i want to start a game-making company, and im looking for modellers,coders,programmers,artists and a mapper. If anyone want to join conact at tropica@interia.pl
or a priveta message to me on a forum

webster


(EJ) #2

k I can code, I’ll start packing and move to Poland right away! :poke:


(webster) #3

what do you mean m8?
you will code ? :stuck_out_tongue: or wot?


(webster) #4

FORGOT TO WRITE

i dont think that i can charge ppl legally so it would be a “free” work :stuck_out_tongue:

webster


(carnage) #5

webster now awfence but do you have any expericen of doing anything even modding a game

how great is your understanding of the engine your going to build this game on (i presume quake3)

and you realy expect ppl to joing knowing nothing about what thely be making


(webster) #6

yes carnage
but im not a programmer, im a mapper
and im looking for ppl that are good in dat stuff (coders, programmers, etc.)
and the venom studios, i tried to join, well… i didnt know what i will create if i got joined :stuck_out_tongue:


(DWM|Commando) #7

thats probably why you never got joined. :eek:


(webster) #8

lol


(IneQuation) #9

Another kid who is too eager to put his name in some credits. ANY credits. Sigh.


(squadjot) #10

well… i had the opportunity to talk a bit with webster… nothing wrong with the intentions… the kid CAN make some mapping… i just think we found out …that we at VS would require too high quality in form of visual style and genral coherence, for a beginner to catch up with. I never said you couldnt join webster, infact we seek all talents young/old any natioanlity… it just requires, patience, some level of skill, persistance… and alot of other things…that i really shoundt have to mention…every mapper/modder/scripter/modeller knows it takes alot of time/effort to build a new game…


(squadjot) #11

I never said you couldnt join webster

alltho, atm you gives me doubts that ur work would be dedicated…as one moment u want to do 3d modelling, the next moment u want to do mapping…
Doing a map/game “your way”… might give you some experience…the hard way ^^ GL with it all


(P4nth3r) #12

only thing you could build webster is a good case of hammeroids! =P


(dime1622) #13

hey, i do modeling, uvmapping, skinning, level design, etc etc… this is a problem? lol j/k

i just pick up where we need the help. hence the “swiss army knife” idea :wink:


(squadjot) #14

hey, i do modeling, uvmapping, skinning, level design, etc etc… this is a problem? lol j/k

not at all… but at that point webster didnt KNOW how to model… within time…im sure he can do both tho…


(dime1622) #15

yup, everything just takes time. ive spent more times learning my trades than actual production work haha


(Q.) #16

@webster
If I were you, I would write “Any game company, :P, on which I could suck as a mapper?” :blah:


(gerbalblaste) #17
  1. You want to start a mod team not a game company.

  2. if you want to make a mod, make some kind of media and describe what you want to make.

  3. If you want to join a mod team make some maps or release a graphical mod or something like that. show that you posses tallent and/or determination.

edit if you ever get a team together and show some potenetial i’d be glad to do some audio work for you.


([H4D3S]) #18

Hey webster?
Why dont join my team? We need mappers… we have codder and skinners;|

PM me if u are interested :stuck_out_tongue:


(ouroboro) #19

i have lots of ideas i’d love to see get made, but i havn’t the patience to learn how to do it. one thing i’d love to try is a realism mod for ET (or any game, but ET is as good as any to start with i suppose). the problem is, no realism mods ever last because gameplay always mandates some form of balancing. i’d like to see a game where the weapons are in fact different, and indeed are just like reality. it would mean one side would be overpowered perhaps, but the other side would have it’s strong points as well. it would encourage adaptation, which i find fun. the axis and allies didn’t agree to balance their weaponry, lol. they competed, sure. but there are always strengths/weaknesses. the axis certainly had their strongpoints in RL, but the allies overcame. that would make for fine gameplay, imo.

example: in RTCW, the mp40 had a higher ROF than the thompson. in RL it was the opposite. the thompson was also less accurate (which RTCW got right). this would give defense (typically axis) the advantage, which is what we want to avoid. but on the other hand, if the allies could break that defense, they’d have the advantage up close, with their ability to just rip the axis to shreds with the higher ROF. i’d also like to see the uncommon weapons removed for a realism mod. i doubt very strongly that there were many panzerfausts fired at human targets in the war. im not knocking ET, i’m just thinking “realism”. landmines were very common of course. in fact mines from wars long past are still killing people now and then.

then again, the mp40/thompson were far less common than rifles. so i’d make the garand/mauser the standard weapons, with the SMGs as a specialized class of their own, like the sniper.

anyway i’m just rambling, i can think of so many things i’d love to create but i don’t have the knowledge and am too impatient to learn. i want to make stuff NOW, damnit!

oh, and i think the rifle grenade code would make a good starting point for bow & arrows in a medieval mod for ET :D. how cool would it be to be a longbowman - the “sniper” of his day - and landing a perfectly arced shot from across the map? oh, and imagine “engineers” constructing battering rams, catapults and siege towers for an assault on the “axis” castle. ahh i can dream…

anyway, i hope someday there is a game who’s number one driving force is the word “reality”. i tend to prefer the “arcadey” games personally, that’s why i love ET - it’s a cartoon and it’s the best game around. but perhaps it’s because all “realism” games so far have failed miserably and caved under the pressure of the whining masses (read: target audience, lol). it’s a fine line. if you take a realistic game and begin balancing it, you end up with an unrealistic game which is too limiting for itself. a game should either be fanatically realistic, or unabashedly arcadey. if somebody made a game with an unbendable commitment to realism - chips fall where they may - i’d be all over it.