Weaver - Inovative FPS Project Needs Artists


(DerSaidin) #1

Hello,

It’s been a while since I released my last ET map, Bremen_b2. Since then I have been working on another project inspired by ET’s gameplay, but with some interesting changes. After some considerable work, the code is approaching a playable state. We have one artist - Trak - who is working on map art (pics below), but the project needs more artists and mappers to produce a decent amount of content. Mappers with experience making competitive ET maps would be helpful as this shares many gameplay aspects.

WEAVER PROJECT IS SEEKING ARTISTS! Mappers, 3D, 2D, concept, sound, etc. Coders also welcome.

Overview
Weaver is a team based, online FPS, with stopwatch objective gameplay. The interesting thing about the game is that unlike other FPS, there’s no guns. Instead players cast spells, using combinations of mouse movements. The unique casting system, and the huge variety of spells will produce an interesting, challenging, and novel game. Combat will be q3/UT style, fast paced, with a number of spells reflecting weapons from these games. Game play will be focused on teamwork to achieve objectives, similar to that of W:ET and RTCW.

Project Goals
The main goals of this project are to:

[ul][li]Realize a unique magic/casting system in place of weapons, with diverse, well balanced spells (nearly 50 planned)
[/li][li]Create a team based, fun, challenging, objective based, multiplayer First Person Shooter game
[/li][li]Produce a set of maps which focus game play on teamwork and objectives, and complement the available spells
[/li][li]Features to support competitive online multiplayer matches
[/li][li]Take advantage of modern graphics capabilities (graphics are secondary to gameplay)[/ul]
[/li]An immersive storyline is not a major goal of the project, as such a single player is not currently being considered.

Media
Early Screenshots:

Casting:

Map artwork and some spells


Prototype spell casting effects, using a playermodel from xreal

These videos are intended to show the idea of weaving spells. The artwork is of a rough prototype level.
Casting Demonstration - First person (26MB) (latest)
Casting Demonstration - Third person (2MB)
Prototype Earthquake effect (9.5MB)

Engine
The engine we are working with is Xreal. It is based on ioquake3, with a modern renderer bringing its graphics to the level of id tech4 (and beyond). The modern renderer features dynamic lights, bump mapping, specular mapping, relief mapping, deferred shading, HDR, etc. This engine largely uses idtech4 format assets (.mtr material scripts, .md5mesh, .md5anim, etc) but can also take a few other formats (.psk Unreal Engine 3 player models).

Design Documents
Overview
Spells
Our redmine site now holds most of the management/planning information.

License
The game will be Free Open Source Software. The code will continue the GPL license from Xreal. Media will aim to use Creative Commons licenses.

Contact
Forums: Weaver Project Forums
Email: dersaidin+weaver@gmail.com
IRC: #weaver irc.freenode.net


(UJERebel) #2

Hey!

I love this, seems very nice!!

i would like to help, but i’m not shure if i can…
pm or msn me if you need anything, then i’ll try^^

I have experience in:
ET: -mapmaking
-scripting
code: -cpp a very little bit but willing to learn =)
-delphi and pascal, more but still earning tho.
and some more^^

Grtz

Rebel


(ischbinz) #3

i think i m quiet good in making 3d models - but seems you don t need any weapon model, or tanks :wink:
and i dunno if i really like those gametype - but the idea is not bad


(IndyJones) #4

i don’t like the ‘magician’ atmosphere… but maybe i will change my mind once i play it first.


(stealth6) #5

saw that you took some inspiration from avatar the cartoon (awesome serie imo :D)
anyway there is a movie coming soon about it so might be good for more inspiration:
Trailer:


(DerSaidin) #6

Experience and skill are important for a more modern engine, better graphics are expected of it.
I have found that enthusiasm is more important than experience and skill. If you are unsure if you have enough experience/skill, but are really interested in helping, talk to me about it. I can teach you, and find you easier parts to work on.

Indy: I’m not sure what you mean by “the ‘magician’ atmosphere”, I’d describe the atmosphere as medieval or fantasy. If you mean the spell casting system, your welcome to try it. I find it easy to cast spells quickly once I’m used to it. I understand your hesitance at something so different to the traditional set of guns in other FPS, but I think thats one reason its good.

Thanks for the link stealth, I have seen the series and was aware of the movie but hadn’t seen that particular trailer. Avatar may indeed be a good source of inspiration for the spell animations.


(reaply) #7

I say, good work. Really. Good job. With very low staff, and you achieved this much? Kudos. I would join… but, I am not that good with graphics (but I am interested in it).


(dutchmeat) #8

Hey,

How many members do you have on your team(and what are their skills)?
What tasks do you have for the coders?

What’s the current progress on this project ? What features has been made already ?

Will the model rendering system be changed ? (I think the q3 models look really bad)

Cheers


(DerSaidin) #9

Currently, the gamecode is largely complete. Plenty of spells are functional, it is possible to capture spawns, complete objectives, and finish the map. All the tricky parts in terms of casting spells are done. Theres still a few more spells to do, some misc stuff, and stuff involving graphical assets (huds, effects, etc). Many of these things need art assets we don’t have to finish off.

The Artwork is progressing much more slowly. The artists working on the project don’t have that much time available, and there is a lot of assets required. This is why I am currently trying to find more artists. If we can find a couple of active, enthusiastic, and skilled artists then this game will soon be approaching a release.

Dutchmeat: All of your other questions are addressed on the forums (and/or in my original post) if you care to explore further.


(dutchmeat) #10

So do you need a coder ?


(DerSaidin) #11

I am the coder, and the coding side of things is a long way ahead of the artistic side of things. We don’t NEED another coder like we NEED artists. I am capable of finishing the coding side of things myself. However, I would be happy for extra help :slight_smile:


(kamikazee) #12

[QUOTE=Der’saidin;212632]Experience and skill are important for a more modern engine, better graphics are expected of it.
I have found that enthusiasm is more important than experience and skill. If you are unsure if you have enough experience/skill, but are really interested in helping, talk to me about it. I can teach you, and find you easier parts to work on.[/QUOTE]Seconded.

I’ve seen this first-hand, it takes a lot of belief in the concept and tons of time and dedication.


(dutchmeat) #13

Count me in then :slight_smile: It has been some time since I’ve programmed in C, but I know the q3 engine like no other :slight_smile:


(eiM) #14

its worth to contribute :slight_smile: Great project up to now, eventhough I wasnt able to contribute much yet.


(reaply) #15

I just hope to see hand models while in first person. Whenever I see a game that the hud only shows health and stamina etc but you cannot see your weapon. It makes me feel uncomfortable.

That is the ONLY problem I see. Everything else. Just perfect. Bravo.


(.Chris.) #16

Good luck fella.


(DerSaidin) #17

reaply: hand models for first person are planned.


(ischbinz) #18

maybe make a section in your forum - needed models/textures
then i can see if i can help you - maybe others too :wink:


(DerSaidin) #19

ischbinz: We’re using redmine for task tracking: http://redmine.dersaidin.net:12007/projects/weaver/issues
See the Model category. We haven’t made a complete list of models required for map artwork, might look at doing that soonish.

If you’d like to help out, it’d be great if you could talk to myself of Trak before picking a ticket off the list. Then we can make sure your going to be working on something which fits with the rest of the game. IRC (details in the original post) is the best choice for such a chat.


(Pray-N-Spray) #20

Nice one, want to help with mapping if you want.