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Original Game: 1944 D-Day : Environment & Texture Artist

  • RonanHayes
  • September 17, 2007 at 8:11 PM
  • RonanHayes
    • September 18, 2007 at 9:55 PM
    • #21
    Quote from Wunderboy

    What is Multiverse?

    http://www.multiverse.net/

    For the record we are not using it. Think big!

  • jaboo224
    • September 18, 2007 at 10:09 PM
    • #22

    ok wait.. arent you the guys who were:

    Source mod

    Reality engine game

    and now your this?

    you guys have been wasting pleanty of time...

  • RonanHayes
    • September 18, 2007 at 10:29 PM
    • #23

    We made a source mod to test out the AI mechanics, No point wasting development time on bigger engines if the AI didn't work. We were happy with the results so we moved on.

    We licensed the Reality Engine and they failed to support it, infact some might argued they reverted the feature set to such an extent where there was no effective scene manage.

    Thankfully for us we have had a good solid standards in place so nothing has gone to waste. Maps, Models, Textures, Audio, Animations and Code are all portable to any engine. So I would argue it's not time wasted but rather potential risks eliminated. Last thing you want is to be using an engine and when you go to pitch it to the publishers it freezes up or runs at 16 frames per second, because someone in all their infinite wisdom decided to bastardise an engine which was in use by several licensee's just so you could ship your own shoddy product.

    I would go into specific details but a forum is not the place. Nothing we have developed has gone to waste. As you must be aware Jaboo development takes along time and something on the scale of 1944 would be expected to take a little longer than your average mod or basic FPS game especially when developed in your own time.

    I also clearly said we were not the engine above, but rather an engine that has the same development workflow as the one we have been using all along. So again no time has been wasted, when you are spending your own money on such a project wasting time is not an option.

  • jaboo224
    • September 18, 2007 at 10:52 PM
    • #24

    lol every time i check your site you seem to be going backwards with your media. How many times are you going to redo your kar98's....

  • RonanHayes
    • September 18, 2007 at 11:05 PM
    • #25
    Quote from jaboo224

    lol every time i check your site you seem to be going backwards with your media. How many times are you going to redo your kar98's....

    Kar was only done once, although the thompson has been done 7 times due to contractors screwing us over and never finishing it, and very few contractors are willing to finish off someone elses work.

    We also don't dress up our media etc as we prefer to spend the time developing. If you join the forums and get into Civilian status (10 posts & registered longer than 10 days) then you will see alot of media. The hobo status on the forums is not updated as frequently. (If you give me your username I will bump you straight to civillian status)

  • Psy
    • September 19, 2007 at 10:18 PM
    • #26

    Does it have a giant enemy crab with an appropiate Nazi skin?

  • Steppenwolf
    • September 19, 2007 at 10:57 PM
    • #27

    I cant help but to think that this project is overambitious. It's in development for how long now? 5 years? And still a few years to go i assume.

    Feel free to proof me wrong tho

  • -HP-
    • September 19, 2007 at 11:02 PM
    • #28
    Quote from Steppenwolf

    ...And still a few years to go i assume.Feel free to proof me wrong tho

    qft!

    Get real people...

  • leileilol
    • September 19, 2007 at 11:11 PM
    • #29
    Quote from RonanHayes

    It's a licensed Engine which I unfortunately cannot give details off during the current NDA status.

    I like imaginary 'do-all' engines too

  • RonanHayes
    • September 19, 2007 at 11:23 PM
    • #30
    Quote from leileilol

    I like imaginary 'do-all' engines too

    As I said kick me an email and I will give more information, but I will not go into in forums.

  • harefort
    • September 20, 2007 at 10:41 AM
    • #31

    Why is everybody bashing this?

    He is offering to pay money for building game-assets, right?

    That's a chance to actually work under close-to-industry-conditions and it get's you an extra buck or two.

    Who cares, if the genre is overused? Who cares if it ends up unfinished?

    Unless you start your own company with your own funding, you will always have to submit to other's directions.

    Epic won't sign a hobby-developer with zero industry-experience, trying to tell them how to do their job properly...

    If your portfolio is about photorealistic game-assets and lacks WW2 stuff, go for it.

    If not just go outside and take a walk!

    If I was able to deliver the desired quality, I'd give it a try.

    I'd do assets for Tomb Raider 27, if it was worth the payment.

    Sheesh!

  • Psy
    • September 20, 2007 at 12:15 PM
    • #32

    Well, it's been 5 years in the making which indicates to me that it's poorly organised and he also says that loads of contractors left which tells me that they didn't like something about it...

  • RonanHayes
    • September 20, 2007 at 1:09 PM
    • #33
    Quote from Psycho

    Well, it's been 5 years in the making which indicates to me that it's poorly organised and he also says that loads of contractors left which tells me that they didn't like something about it...

    It's been just me and a handful of others contributing what they can, so yeah why on earth would it not have been in development for 5 years. When you are 1 programmer doing all the coding, coordination, web development, content management etc. Yeah I can understand why it would take 5 years. The current art team has been with the game for two years now, and very few leave the team.

    Look at some of the big mods. RNL, INS and ND all started before 1944, and only 1 of them has released. Development takes time when you are not doing it full time. Whatever your beef is, you are making yourself out to be an idiot by the way you are posting.

    Regarding the contractors, well they are not all saints are they?? Alot of them want money, do a hap-hazard job and fuck off. Which is the case. Now I would name and shame them but that's not my thing. The simple matter is I pay contractors what they ask, I expect for the results to be as per the spec. Just because an artist cuts and runs doesn't mean there is something wrong with the project it simply means that artist was a wanker.

    The fact that I am willing to part with $150, $250, $350 for a weapon texture and $1000 for a character or vehicle would that not indicate that I am serious about the product and confident in it?

    If you are not interested in the game or in joining the team then why bother posting at all?

  • JamesL
    • September 20, 2007 at 1:34 PM
    • #34
    Quote from harefort

    Why is everybody bashing this?He is offering to pay money for building game-assets, right?

    That's a chance to actually work under close-to-industry-conditions and it get's you an extra buck or two.

    QFT. Who gives a fook about the genre, its valuable experience on offer here FOR PAY. Hell, I'd do it if I wasn't already employed.

    Quote from Psycho

    Well, it's been 5 years in the making which indicates to me that it's poorly organised and he also says that loads of contractors left which tells me that they didn't like something about it...

    Are you speaking from experience Psycho, or is that just an opinion? I think its far more a reflection upon the quality and commitment levels of people contracted to work in semi-professional games dev and mod projects. I.e. there are a great many timewasters out there. Likewise 5 years of dev as a reflection upon the organisational ability of the team could just as easily be taken to, once again, show that there are a lot of twats out there who will make your project take nigh on forever to get to gold.

    I'm not trying to troll here but your point of view is very polarised. From my experience projects struggle as often from the reasons I describe as from those you assume.

    Give the guy a chance he's posting up a fantastic opportunity for those folks who want to break into games dev. Paid work based on your demonstrable skills, not on who you know or which studios and projects you have worked on previously.

  • RonanHayes
    • September 21, 2007 at 10:55 PM
    • #35

    Just to give some perspective on this.

    I am currently looking to spend $10,000 to help further the progress of the level. We will provide all the research, footage, reference material, base textures and even PSD files to help in the development.

    This is also a chance to use some fantastic technology that very few Companies have gotten their hands on. (Imaginary or not)

    I am willing to break up the contracts and coordinate multiple people on this, so if you fancy working on a small number of buildings, props or other aspects there certainly is the room to work.

    The contract will be determined purely on your previous experience and quality of work.

  • Sly Assassin
    • September 22, 2007 at 12:41 AM
    • #36

    What is the mapping program like in terms of usage? Easy to learn? Hard etc?

    Is it comparable to hammer, or unrealed etc?

    the reason I ask this is some of us that maybe thinking of applying for a job such as this maynot be familar with the tools needed to complete the project and may want to learn it quickly in order to apply etc.

  • RonanHayes
    • September 22, 2007 at 2:00 AM
    • #37

    It's by far the easiest mapping tool out there. I assure you that everyone has looked at this tool suite and said to themselves that they would love to try it out.

    Supports both brush and mesh styles, you can create libraries to quickly instance your level. You can easily switch in and out varying material layers and you can instantly view your results as if it were ingame....

    Now perhaps this is giving some people massive clues and for those still not able to put 2 & 2 together. I as a programmer can easily import content, move it around and build levels with ease.

    Obviously I will deny all forms of speculation until the announcements are made freeing us from our NDA Obligations.

  • Acumen
    • September 22, 2007 at 6:58 AM
    • #38

    just out of curiosity

    only models with uvmaps don't help you too much at all, right ?

    i know, i know, probably stupid question - just finding it an interesting project ^^

    like say, 10 low poly models with uvmap don't have any value for you at all, since it's nothing finished, compared to a finished model with normal map and texture, right ?

    so one wouldn't get any reward for that, right ?

  • dux
    • September 22, 2007 at 7:32 AM
    • #39

    lol I'm sorry this is off topic but I just have to say this made my day.

    http://www.1944d-day.com/forum/forumdis ... 267e2&f=77

    "Say a Canadian meets a female. Can he fall in love?"

  • e-freak
    • September 22, 2007 at 11:20 AM
    • #40

    iD Tech 5 is the only engine I could think of. OK, I think it is worth a try. What jobs can you offer me, as a 2D-Artist?

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