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ESCHATON - An Immersive Spy Thriller.

  • sinarty
  • February 6, 2006 at 10:51 PM
  • sinarty
    • February 6, 2006 at 10:51 PM
    • #1

    edited

  • Section_Ei8ht
    • February 7, 2006 at 5:06 AM
    • #2

    Ah, the first IRRFPASST game.

    Sounds interesting, sounds like my kind of game. Hope it all works out and I get to play it.

    Best of luck.

  • cdxx
    • February 7, 2006 at 8:01 AM
    • #3

    what positions do you have filled and are looking for?

  • sinarty
    • February 7, 2006 at 11:13 AM
    • #4

    edited

  • insta
    • February 7, 2006 at 12:00 PM
    • #5

    Good luck with that.

  • sinarty
    • February 7, 2006 at 12:29 PM
    • #6
    Quote from insta

    Good luck with that.

    thxu

  • skdr
    • February 7, 2006 at 1:06 PM
    • #7
    Quote from sinarty

    Hey everyone, I'm sinarty, Project Director, PR Mangager, Design Director, Storyboard/Dialgue/Script Writer, Lead Art Director, Concept Artist, Modeller and Webmaster for the Eschaton project.

    Are you serious? If so, good luck

  • sinarty
    • February 7, 2006 at 1:40 PM
    • #8

    edited

  • rockdude86
    • February 7, 2006 at 3:36 PM
    • #9

    really nice concept you have going on. REALLY interested in where it will go but i think if you want to get this of the ground you will need to cut down on your ideas its way too amitious to be realisable. how much time do you think you will take? this will take YEARS. how many people will be needed etc etc...

    only thing i can say is start small and add further from there.

    i wish you all the best with your mod and really hope you can get this to be what you envision. take your time. but you allready do so i believe :wink: seeming you have been working on the sole idea for more than 3 years! thats impressive to say the least

  • sinarty
    • February 7, 2006 at 4:15 PM
    • #10

    edited

  • ReNo
    • February 7, 2006 at 4:45 PM
    • #11

    Best of luck - you have some really nice art and while an AK render is hardly...well...anything new, it looks solid and well made.

    If I could give one piece of advice though - never ever refer to your mod as "An Immersive Role-Playing First-Person Adventure Shooter Simulation Thriller" - it's just a horribly long list of genres, and by the time you get to the last few words it is really beginning to sound like a joke. You need something more short and snappy, or at least constructed into a nice sentence. A quick example off the top of my head (obviously this might not suit your mod too well since I know little of it)...

    "Eschaton: An thrilling action/adventure mod set in the conspiracy-laden world of the near future"

    Don't feel you need to toss out every genre that your game dips its toes in in your opening line; grab people's attention with a well worded tag line and then describe what it is all about in a few futher sentences.

  • Izuno
    • February 7, 2006 at 5:22 PM
    • #12

    whao...great post Reno.

    Definitely narrow down your vision into a simpler statement. Reno's was a great example.

  • sinarty
    • February 7, 2006 at 5:40 PM
    • #13

    edited

  • sinarty
    • February 7, 2006 at 6:12 PM
    • #14

    edited

  • Skjalg
    • February 7, 2006 at 6:16 PM
    • #15

    Ask any real game developer there is, they all say that when they envision the game they have all these kinds of ideas and how its all going to be super amazing.

    Then they go ask the coders for what can actually be done and they need to cut alot.

    Then as time goes by and they realize that they went over their head with the whole thing they cut more.

    Then they cut more to save more time.

    Then they cut even more because its too advanced, noone will play it.

    Then they cut even more.

    Get the picture? Cut more, get down to the basics of what you want, and get down to something you can do with your current staff in a set timeframe. Dont go thinking you have all the time in the world, because you dont.

  • sinarty
    • February 7, 2006 at 6:20 PM
    • #16

    edited

  • Skjalg
    • February 7, 2006 at 7:13 PM
    • #17

    wheres the coder (edit; and mapper) in "Project Director, PR Mangager, Design Director, Storyboard/Dialgue/Script Writer, Lead Art Director, Concept Artist, Modeller and Webmaster" ?

    I'm not beeing an ass, even though I tend to come out as one. But over years I've seen this so much, and believe me, this isn't the first time I try to warn mod leaders that their projects are too ambitious :/

    You might have all the time in the world, but people won't stick by the engine for 6 more years. (Not saying that this will take 6 years, It'll most likely take longer).

    Also edit; You're a guy with a dream, I respect that, you've done more with that than I have and there is honor in that. But almost all mods that's made by a modeler and concept artist fails, because they dont have the capabilities to push the mod forward when its going slow. (For instance, code and mapping, which is the two key things to any mod).

  • sinarty
    • February 7, 2006 at 7:21 PM
    • #18

    edited

  • Defrag
    • February 7, 2006 at 9:05 PM
    • #19

    Skjalg's comments are pretty realistic, if a little disheartening to hear from your perspective. I think you really need to ground yourself a little and pick out several of the stronger elements and work on those a lot. If you can rapidly concept some of the more interesting parts of the game it'll be a lot easier to pick up recruits. At the moment you've got a lot of words and some art -- this is where most mods fail, moreso when they are over-ambitious.

    ReNo also hit the nail on the head regarding your description of the mod. Further, I'd say the fact you've got such a mouthful is also indicative that you've possibly bitten off more than a bunch of people can chew, even if it seems ok at the moment.

    I wish you the best of luck, but you must realise that only a fraction of the modders out there are as idealistic and passionate about projects as you are your own. The reality is that a lot of people will under-produce for you and/or potentially disappear without so much as having the decency to tell you they've buggered off. It's for this reason I would recommend focussing on certain parts first.

  • sinarty
    • February 7, 2006 at 10:36 PM
    • #20

    edited

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