Mojo
Scholar
- Joined
- Apr 26, 2008
- Messages
- 276
Okay, so I probably should be posting this at gamedev or something similar but I believe I have zero chances of finding people interested. Honestly, in every indie game developing community I've been to it's all about fps/action games( and *rarely* adventures). Not what I have in mind, wich is an old school turn-based rpg game.The type that doesn't sell to publishers and that most young people dislike. I always lurked this site and the "I want to develop an rpg game what do you think?" type of threads are a constant. Figured I might have a shot here.
I've been co-developing an rpg game with an american fellow for over an year. Our deal was good and set, I would make all the art for the game ( including the soundtrack), he would program and design the game. Our deal was for two games, on the first one I would create the content and have creative control over the setting/story, on the second that would be his right. Unfortunatelly he lost interest, we argued and we parted ways, wich left me with the option of either selling all my work and giving up making a game for once, or go into a vain and impossible quest to find a new associate(s). I decided to try the second, briefly at least.
The game setting would be a highly stylized post-apocalyptic western. A radioactive Arizona/New Mexico set in an alternative history "dirty 30's" U.S.A was our scenario. The soundtrack would be inspired by depression era blues and folk . Gameplay would be party turn-based and would take clues from games like Silent Storm. The plan was to make the combat fun and strategic and focus on rich writing and roleplaying. Our platform was C4 but since my partner took his code and his game design with him I see no problem in changing.
I have about 20% of the in-game assets done ( if you count the relevance of a reliable software pipeline, base models,textures and uv maps, than make that 1/3 of all the work done). The game setting is pretty much set because of that ( at least visually), but the main quest, storyline, game design and all else is open to frank discussion. Hence I did not take the trouble to describe what we had sorted out in depth. There are no scenes done because we were waiting for the release of C4's terrain generator. Most of what I have done is characters, items, weapons and scene props. I was just started on making the buildings ( the setting uses earth architecture, lot of adobe buildings, pueblo styled) when everything got blown to high water with my ex-associate. Our animations were going to be 3rd party. We've already hired a romanian company that did the basic animations we used to playtest my partners code. Those are his however, and went with him. 2d art was left out in the open. I could do it through renders, but our idea was that it would just be too much work for one person and that we would hire some freelancer when the game was finished. I would "skin" the interface myself.
I wanna make very clear that I'm not a "mod leader" type and I don't want nobody to work *for* me. I want people to work *with*. My preference is working with just one or two people, the most important is that my new associate(s) is an able programmer, with knowledge of game design and that sees eye to eye with me on the design level( Knowledge of animation and rigging is also welcome :wink: ). The deal is make the game, and go 50/50 on the profits ( if there are profits). Off course, if there's something like 3 or more people involved the deal must change.
I guess on something so specific it's easy to find someone that shares the design goal I described. My favorite games are the Fallouts, Torment and Darklands. Anyone who loves these games and want to follow their shiny and glorious trail is gonna get along with me just fine.
I have no problem with creating the content and writing the quests, dialogs and everything by commitee, sharing creative duties. The important thing is just to be agreed on what's the setting all about and develop the main quest togheter. The rest just goes smoothly, independently. A 2 game deal like the one I had with my ex-associate would be ideal but this is probably not desirable for most people. The thing with me and my associate is that we had been working togheter for over two years ( first on modding then on developing an indie game) and he quit his job and was at it full time.
Here are samples of my work, just to show the quality of the graphics and my work. These are quickly wipped C4 renders ( excuse, the *ehem* production quality) of some character models. Don't mind the excessive lightning ( no, I don't like bloom) and poorly adjusted specularity, that's just a problem with the C4 model viewer :
http://img413.imageshack.us/img413/3900/merchant1rq8.jpg
http://img54.imageshack.us/img54/8504/scavenger1lq4.jpg
http://img98.imageshack.us/img98/6690/merchant2mk9.jpg
http://img98.imageshack.us/img98/2342/scavenger2ng2.jpg
Frankly, I'm still trying to convince my associate to get back to work, but I would say 99% chance that I need to find someone to work with or get ready to sell my models in turbosquid and recoup the losses.
Excuse my english, my native language is portuguese.
I've been co-developing an rpg game with an american fellow for over an year. Our deal was good and set, I would make all the art for the game ( including the soundtrack), he would program and design the game. Our deal was for two games, on the first one I would create the content and have creative control over the setting/story, on the second that would be his right. Unfortunatelly he lost interest, we argued and we parted ways, wich left me with the option of either selling all my work and giving up making a game for once, or go into a vain and impossible quest to find a new associate(s). I decided to try the second, briefly at least.
The game setting would be a highly stylized post-apocalyptic western. A radioactive Arizona/New Mexico set in an alternative history "dirty 30's" U.S.A was our scenario. The soundtrack would be inspired by depression era blues and folk . Gameplay would be party turn-based and would take clues from games like Silent Storm. The plan was to make the combat fun and strategic and focus on rich writing and roleplaying. Our platform was C4 but since my partner took his code and his game design with him I see no problem in changing.
I have about 20% of the in-game assets done ( if you count the relevance of a reliable software pipeline, base models,textures and uv maps, than make that 1/3 of all the work done). The game setting is pretty much set because of that ( at least visually), but the main quest, storyline, game design and all else is open to frank discussion. Hence I did not take the trouble to describe what we had sorted out in depth. There are no scenes done because we were waiting for the release of C4's terrain generator. Most of what I have done is characters, items, weapons and scene props. I was just started on making the buildings ( the setting uses earth architecture, lot of adobe buildings, pueblo styled) when everything got blown to high water with my ex-associate. Our animations were going to be 3rd party. We've already hired a romanian company that did the basic animations we used to playtest my partners code. Those are his however, and went with him. 2d art was left out in the open. I could do it through renders, but our idea was that it would just be too much work for one person and that we would hire some freelancer when the game was finished. I would "skin" the interface myself.
I wanna make very clear that I'm not a "mod leader" type and I don't want nobody to work *for* me. I want people to work *with*. My preference is working with just one or two people, the most important is that my new associate(s) is an able programmer, with knowledge of game design and that sees eye to eye with me on the design level( Knowledge of animation and rigging is also welcome :wink: ). The deal is make the game, and go 50/50 on the profits ( if there are profits). Off course, if there's something like 3 or more people involved the deal must change.
I guess on something so specific it's easy to find someone that shares the design goal I described. My favorite games are the Fallouts, Torment and Darklands. Anyone who loves these games and want to follow their shiny and glorious trail is gonna get along with me just fine.
I have no problem with creating the content and writing the quests, dialogs and everything by commitee, sharing creative duties. The important thing is just to be agreed on what's the setting all about and develop the main quest togheter. The rest just goes smoothly, independently. A 2 game deal like the one I had with my ex-associate would be ideal but this is probably not desirable for most people. The thing with me and my associate is that we had been working togheter for over two years ( first on modding then on developing an indie game) and he quit his job and was at it full time.
Here are samples of my work, just to show the quality of the graphics and my work. These are quickly wipped C4 renders ( excuse, the *ehem* production quality) of some character models. Don't mind the excessive lightning ( no, I don't like bloom) and poorly adjusted specularity, that's just a problem with the C4 model viewer :
http://img413.imageshack.us/img413/3900/merchant1rq8.jpg
http://img54.imageshack.us/img54/8504/scavenger1lq4.jpg
http://img98.imageshack.us/img98/6690/merchant2mk9.jpg
http://img98.imageshack.us/img98/2342/scavenger2ng2.jpg
Frankly, I'm still trying to convince my associate to get back to work, but I would say 99% chance that I need to find someone to work with or get ready to sell my models in turbosquid and recoup the losses.
Excuse my english, my native language is portuguese.