Will.Code.For.ART

Posted by TheVladR on April 25, 2012, 6:43 p.m.

While I`m usually a part of a massive one-man-dev-team, the Summer compo is stretching it. Besides, I`m no good with 3D characters.

So, if some talented artist is looking for a coder that knows his shit, look no further !

This is a gameplay video from the RPG game, I`ve been working on lately:

http://www.youtube.com/watch?v=SNuHDUAgNwM

Couple screens:

http://www.avenger.sk/western/screenshots/ScreenShot150.jpg

http://www.avenger.sk/western/screenshots/ScreenShot149.jpg

http://www.avenger.sk/western/screenshots/ScreenShot148.jpg

As you can see - all basic elements of an RPG (Upgrading, Inventory, Loot) are there and are fully working.

I`m mostly looking for 3D artist who can give me some decent-quality (~10k tris) animated characters.

In worst case, I could model&texture an environment myself (I`m pretty good with sci-fi), but I don`t do characters.

I`m really open to any kind of environment - be it sci-fi, fantasy or art deco - whatever gets your creative juices flowing, is fine with me.

I can easily create & texture terrain, edit levels (though prefer not to) and mess with textures. Just not the characters, please…

And you`ll get bonus points if you finished your studies in last millenium…

If you`re a fan of BI4:Incubation and don`t mind going for space theme, I`d consider programming a turn-based gameplay.

Comments

TheVladR 12 years ago

This is a port from my old C++ / DirectX engine into C# / XNA. Though, the majority of effects have been added only to XNA version, since I got fed up with shaders in assembler (under DX 8.1). XNA makes it much easier with HLSL for shaders.

I`ve got builds running on X360 (at 1920x1080) and on WP7. Very soon, the MonoGame team will have a support for PS Suite (e.g. PS Vita and some android tablets) and iOS.

So, it`s looking like the "dead" combo of C#/XNA will eventually be truly multiplatform…

TheVladR 12 years ago

And how many thousand hours have you slaved for it ?

Besides, it`s not the "engine" that`s time-consuming. Programming isolated effects is drop-dead easy and you can get many effects done in as little as 1-2 days. Especially these days, with 10 tutorials for each common effect.

Programming gameplay, interaction, optimization and polishing the crap out of the beast, now that`s a whole different ballgame …

For example, I spent about 200 hrs with polishing lately - the list had roughly 10-15 items. You can`t see it in the screenshots. You won`t notice it in the video.

Yet, it made the game only slightly better…

TheVladR 12 years ago

You know it`s enough when you can say, to yourself, that you are happy with the outcome and nothing else needs to be added.

And then you watch some latest tech from GDC…

There`s a definite "charm" in rolling out your own engine. It also has an effect on your carreer, since you can show someone a demo and say - I did this myself, without the help of 15 other coders and 3 project managers and 2 techleads. And in free time.

Zhiko 12 years ago

I want to comment on this but it feels like I'm butting in to/interrupting something. OH WELL.

This conversation is a fine example of what I'm not: Disciplined. I'm fairly certain I would not be able to stay motivated to keep working on the same project for years, and the folder full of half-completed engines buried in My Documents will back me up on this.

And so, you both receive a tip of the hat from me, my good sirs and/or madams.

TheVladR 12 years ago

It`s not about discipline, per se. When you get kicked by the Muse, you gotta do what you gotta do - just pour the energy into one of your projects and ride it out on any project.

It doesn`t have to be the same one. It`s OK if you get sick of it (and you`d be sick if you didn`t get sick of it every now and then). Just switch between the projects.

What`s better ? To have 3 barely-started projects after 3 yrs or 3 playable projects ;-) ?

TheVladR 12 years ago

Oh, the Knight`s Avenger game (the days of 400 MHz Celeron and TNT 1, 4MB gfx). That was my first game. Well, we all have to start somehow, don`t we :-) I don`t think I ever put the video of that on youtube, though. Then again, I never searched for it, so maybe someone else posted it there, who knows…

Congratulations on being "covered". That means you can just persue your dev passion, without the fears if you can pay the rent tomorrow. That`s nothing short of awesome.

One more thing - I`m not really doing this anymore on a professional basis - e.g. fulltime. Knight`s Avenger was the first and last thing I did fulltime. The rest (including AquAttack - www.avenger.sk/AquAttack ), is just a free-time activity.

TheVladR 12 years ago

So, are there no talented artists looking for a programmer with a proven RPG egnine / toolset / processes ?

If I can`t find anyone, I might have to resort to buying some environment packs from 3d sites for $50 (or so).

Or create the environment meshes myself - I`m relatively versatile with modelling&texturing static objects.

That won`t work fully for characters, though - so I might have to reuse the characters from my older projects. That would still fall under the "a little of old resources are permitted" rule, since I can repaint the character textures myself just fine, including changed animations - so they wouldn`t be the same in the end.

Zhiko 12 years ago

Lots of people can code and not art/music around here. I think pretty much all the artists and musicians have already been claimed here, you should try looking on other sites.

TheVladR 12 years ago

Yeah, I totally understand. However, I think the majority of games will be 2D or GM-based, so this is a great and risk-free opportunity for a talented 3D artist to showcase his work.

So, even if some artist reads this couple weeks before deadline, if he can provide the characters, then he can contact me - e.g. it`s not Now Or Never. In the meantime, I`ll be working on additional features to an engine (I hope this weekend I`ll finish Terrain Normal Mapping) and to RPG gameplay (in general).

TheVladR 12 years ago

Small update : I just added Normal Mapping for a terrain. Currently adding it to environment meshes.

Takes a lot of time to tweak to look properly, so this is far from a final look (but you get the idea).

http://www.avenger.sk/western/screenshots/ScreenShot186.jpg

http://www.avenger.sk/western/screenshots/ScreenShot184.jpg