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  3. RonanHayes

Posts by RonanHayes

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

    • RonanHayes
    • September 27, 2007 at 11:41 PM
    Quote from Zete

    i giggled at zaphs post.I can't say im excited by the theme but my project will be coming to close soon and if the pay is good i might be interested. Although i won't be able to do 'work now, pay sometime maybe later. possibly.'

    Initially it's pay upon completed item. Once we build up a relationship we will move to more standardized terms. What we found is that if we pay 1/3 upfront we never see 1/3 of the work or it gets to 85% and never gets done...

    So we rather build up a business relationship first.

    Also the pay is not based on how great you think you are . It's based on what we mutually agree is a good price for the work at hand. Some people with 0 commercial experience or even a portfolio are unlikely to get paid roles. That said good work is good work and we are willing to look past lack of commercial work provided you have a strong portfolio.

    Quote from spine

    Sounds interresting, I can only make env textures and skin player modelsso I guess I am of no use anyways...

    (I got to learn the modelling skills asap)

    Textures are always needed ,send an email and we can talk further.

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

    • RonanHayes
    • September 22, 2007 at 8:42 PM

    Two reasons, firstly there are alot of good mappers out there that may be interested in joining the team directly. They would be on a deferred payment system like mods. As in they work in the hope that the project will generate enough revenue to pay them.

    Secondly:

    Quote

    Professional RecruitmentOnly approved users can post in here. People that post here are posting for real paying jobs.

    Given that I am not an approved user I assumed I was not allowed post there, so why make more work for the moderators when I can just post here.

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

    • RonanHayes
    • September 22, 2007 at 3:22 PM

    It's a full game, not a mod.

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

    • RonanHayes
    • September 22, 2007 at 12:06 PM

    I am not willing to talk about specific work and rates in a forum. Either email me or it's not going to happen.

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

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

    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.

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

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

    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.

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

    • RonanHayes
    • September 20, 2007 at 1:09 PM
    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?

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

    • RonanHayes
    • September 19, 2007 at 11:23 PM
    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.

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

    • RonanHayes
    • September 18, 2007 at 11:05 PM
    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)

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

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

    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.

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

    • RonanHayes
    • September 18, 2007 at 9:55 PM
    Quote from Wunderboy

    What is Multiverse?

    http://www.multiverse.net/

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

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

    • RonanHayes
    • September 18, 2007 at 7:46 PM

    Well Unfortunately nothing people can say will have me or the team change the concept in the game. Our Art Team is Solid, or Programming Team is solid, so if you are looking for a good opportunity then this could be it.

    Fine WW2 may feel done to death but the same can be said about alot of other Genre and Cookie Cutter games.

    If I was to post this in the paying section would everyone be so quick to judge? Technically if the right level developers came along I would have no problem paying them per map section or even by the hour. That said I was not willing to mislead people as not everyone is at the contracting level.

    Yet because I am posting in this section people feel free to tell me that my project is doomed to fail, that it's a terrible subject matter and that every game that has gone before has done it better. That's all well and good, but I am Qualified Programmer with several years experience and with shipped games and technology under my belt. The team has several games under their belt and several misc projects as well. We know what we are doing, we know how to develop the game and we are doing so because we enjoy the subject matter.

    So I would appreciate it that people kept their views on the Genre to themselves and focus on the content and game itself. If you have a genuine critique or constructive criticisms I will certainly take them onboard. But whinning about the subject matter will not change it.

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

    • RonanHayes
    • September 18, 2007 at 5:27 PM

    It's a licensed Engine which I unfortunately cannot give details off during the current NDA status. If you want more spefic details on it feel free to email and we can arrange them, but all I can say on forums is that it is a AAA Tier Engine with a mature toolset. The Engine is being widely adopted by the industry.

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

    • RonanHayes
    • September 17, 2007 at 10:26 PM
    Quote from aevirex

    Hm I'm a big curious about your connection to Frantic Games and Little Big Planet... so is this game by the studio Frantic Games or what?

    No connection, one of our developers is working on it so he is credited in the game. Can't really say more than that.

    @ E-Freak

    My Connection Timeout so the edit didn't come through, but what i was refering to is even 1% is a huge figure for onscreen and is not going to happen. War was not about running and gunning, the majority of the units kept their head down other than to run from cover to cover. As it stands now typically the player will see from 0 - 60 units on screen at any given time. The engine handles them very well no problem at all.

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

    • RonanHayes
    • September 17, 2007 at 9:54 PM
    Quote from e-freak

    Some deeper thoughts on this:

    A) Simple calculation. Use 250k Players, take every playermodel 1000 Triangle average (with LODs), say only 1% will be rendered at a time, you have a triangle budget only for playermodels of 2,5k*1000 Tris = 2500k Triangles, which is like 500 Combinemodels in HL2 (500*5000Tris). Add: Guns, Grenades, Accesories, Animals, Interiors and Exteriors (Plants and Trees), Planes, Tanks, Cars, Ships. Let's say your average Triangle Count just for the "real" Models is about 2500k for Playermodels and another 5000k (that would be only 10000 entities with 500 Triangles! Remember: Trees, Bushes, Plants, Tanks, Weapons will be unavoidable in every place!). Together you are already at 7.500.000 (7 and a half Million) of Triangles before you have even started to think of Animations, AI, Physics, Ballistics, Enviroment Simulation, Terrain and Buildings, Sound System, Shaders and Textures. 7.5kk Triangles use an Texturespace of aprox. at least 7.5k² Pixels, the same again for Normalmaps, Specularmaps, Detailmaps, Weightmaps etc etc. Even a Quadcore System with 8 Gigabyte of DDR2-Ram and 4 8800GTX in SLI would be heavily stressed by this amount of tb rendered Tris, Textures and Calculations at the same time.

    In short: Forget it.

    .....

    You are welcome to prove those points wrong and I'll be the first one to buy the game but atm I think this is made of fail.

    Why would you assume that all 250,000 units are visible? It's AI and It's scaleable LODed AI at that. This means that only units in and around the player are alotted accurate processing time. Majority of these are not drawn by the engine

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

    • RonanHayes
    • September 17, 2007 at 9:34 PM

    In the context of game development WW2 is considered a Genre by developers. Irrespective of what you feel for WW2 games there is clearly a market for it and we are catering to that market by providing the Entire Opeartion not just cross sections.

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

    • RonanHayes
    • September 17, 2007 at 9:05 PM
    Quote from Bl1tz

    Seems like some pretty lofty goals. Good luck with that. I will never understand why an independent team, free from the constraints of publishers or hype would bother doing a WWII game. It seems like exactly the sort of game you'd want to avoid making as an independent team simply because

    a) So many mod teams have done it so well already (Red Orchestra, DoD, etc.) that it would have to be really polished to stand out

    b) It's going to be difficult to find talented people who want to spend their hours modeling the exact dimensions of Normandy as opposed to, you know, doing something somewhat original as to attract talented people who would join simply for the sake of working on something new and exciting.

    Well the reason why people would work on a WW2 game like this is just those Lofty goals you mentioned. The AI, the Tech that is inplace (up and running mind you) is some of the best tech out there. There is also something to be said to what you can learn from making a WW2 game. Sure it's not everyones cup of tea but tell our modellers that. Paul Sutton for example goes through around 4 vehicles a week... So there is people out there who like WW2 and like working on WW2 games.

    You ask others and they will say simply because Operation Overlord has never been done justice. It's always a cross section of a map, with some generic scenario or soldier telling the tale. 1944 is not about a story, it's not about a tale. It is about an event that evolves. It doesn't so much matter what the player does or what the AI does as the battles always progress and evolve. So you end up seeing the entire operation played out as you would have done it. At times it will be 100% historically accurate at others it will be the alternatives.

    Everyone to their own I guess.

    If you want to know why I am making the game well thats simple.

    1. I finish what I started

    2. The scale of Overlord allows me huge freedom for my AI

    3. WW2 is just another Genre like Sci Fi and I find it compelling and interesting. It's certainly as enjoyable to play a WW2 game as it is to play a Good SciFi game.

    Your arguement on working on something exciting is rather funny. You can work on something exciting that may never get released. Or you can work on 1944 and play it as you make your maps and art. It's all relative really the game is big enough to allow people to get excited about what they do. These are not small cross sections of maps. This is an entire North West of a Country that is in the game.

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

    • RonanHayes
    • September 17, 2007 at 8:11 PM

    Team name:

    Frantic Games

    Project name:

    1944 D-Day : Operation Overlord

    Brief description:

    We are developing a WW2 simulation. The core focus will be on Normandy and simulating the events that take place. Our aim is to simulate the movements of all the units and the actions they take. This is not about a narrow cross section of a battle, or a derived scenario, this is about taking the known information of the event and allowing the AI and the player to determine the outcome of the event. The game takes place in a 1:1 time ratio and commences at 00:00 June 6th 1944, the game will continue until the win / fail conditions are met. The ultimate goal is to provide the player with the freedom to experience the Event from all angles, while still allowing the AI to depict the overall progression of the game.

    The AI will adapt its tactics and take different actions depending on how battles are going. The player can then select any AI unit and take control of that unit, directly effecting the course of battles. The gameplay will be as realistic as possible, with the AI following an exact set of procedures and rules which we have researched from documents and tactics relating back to the war.

    For more information please visit our site:

    [email='%7Boption%7D'][email protected][/email]

    From there we can arrange MSN Meetings etc and begin the trial process. I can potentially disclose far more information via email etc. So if you want to know more about the project feel free to contact me.

    Additional Info:

    I want to stress that we are a very serious development team. While we don't expect team members to contribute 20 - 40 hours per week, most of us do so because we believe in the project. We also have a very high success rate in placing people in the industry, so it is a great stepping stone for those who are interested.

    Here is some recent media (Can't release ingame shots just Yet due to NDA)

    [Blocked Image: http://www.1944d-day.com/pr/GameDev/M1Carbine.jpg]

    [Blocked Image: http://www.1944d-day.com/pr/GameDev/MP44.jpg]

    [Blocked Image: http://www.1944d-day.com/pr/GameDev/Springfield.jpg]

    [Blocked Image: http://www.1944d-day.com/pr/GameDev/GermanInfantry.jpg]

    [Blocked Image: http://www.1944d-day.com/pr/GameDev/GermanTanker.jpg]

    [Blocked Image: http://www.1944d-day.com/pr/GameDev/GermanTankerNormal.jpg]

  • D-Day 1944: Operation Overlord is looking for animators!

    • RonanHayes
    • November 17, 2005 at 11:22 AM

    Cheers no risk in getting pushed around by some very picky members, heck we had a thread as to what you can do in game, and one guy wanted to be able to take a crap

    Needless to say I walked away from thread rather promptly.

    With regards to the mods, it can backfire only if you get lazy and let it back fire. If we release a good solid WW2 mod for both HL2 and BF2 it wll stand to us. Even at this stage going to investors with the Marketing plan simply blew their socks off.

    For example:

    http://www.invent.dcu.ie/

    were very impressed with the proposals put forward and we are in talks with getting support from them.

    The games industry is such a high risk market, if we dont finish the game, I will personally be in huge debt which I wont allow. So you look at if from another angle.

    We can sit back and hope a publisher will pick us up (Highly unlikely, unless we present them with a near complete product, and even at that its most likely going to be on their terms)

    Or we hit reality and drive our focus purely at giving the community the mods and the game. We sell the game directly to the community @ €40 a pop. Provided we meet our ganme requirements and expectations of the community and the mods are solid interms of quality we could realistically look at about

    2000 x €40

    Now thats being rather negative here, as most likely the community of a solid mod with a full commercial game behind it, would generate a community of around 10k + members. But Im not one to believe in false hope, soI will say 2000 members and will firmly stick at that as my goal.

    2000 x €40 = €80,000

    which equates to about €70,000 after tax, a modest figure for an Indie game team, and seeing as how we have a strong 500 member community at the moment, just of the back of a HL2 mod, Im confident we will reach the 2000+ member mark, but in time will telll.

    So with that €70,000 we can pay all the team members, and contributors as well as set ourselves up for the next project.

    Without the mods behind the game, bringing in the community I would have been very sceptical that we could even reach 500 members let alone 2000+. Heck before I ventured into the mods, I had my site and forums up and running for 8 months with some very impressive content including full demos of the game and we only hit 47 members over the 6 month development period.

    As opposed to the 50 members a week that we have now. So you can clearly see that the Mods provided they are done right will bring in the community too us. And provided we keep our feet on the ground and have realistic and timed perceptions on the success of the mods and game everything should work out fairly well, perhaps not always to plan, but it will be enough to keep us the developers happy, and certainly deliever the goods to the community.

  • D-Day 1944: Operation Overlord is looking for animators!

    • RonanHayes
    • November 17, 2005 at 10:36 AM

    The mods are not complete games, the mods are merely a taste. We use them to test both our game rules and our AI code without the pains that go with rigourous beta testing.

    I can assure you that posting on forums as an Indie Developer does not attract the same attention as going at the mod scene. I have been on CGTALK, CGChat, Maxforums, and Gamedev to name a few for many years, and its only now that people are looking at the project with interest.

    The mods will only cover a small portion of the game, and will target certain areas, its not expected to be a complete solution. I mean how on earth can you get 160x160km of terrain in the source engine?

    We had to come up with our own terrain rendering system just to handle it.

    With regards to servers, the processing is very very efficient, and works well on many of the PC configurations I have tested on.

    Thanks for your concern, but I have been over these points hundreds of times. Its pretty simple:

    1. Release Quality Mods to generate Support

    2. Immediately there-after release the Games SDK and feed the community with weekly updates (both Mods and SDK)

    3. Evolve the game with the community and keep them in the loop at every step.

    4. Beta test within the community

    5. Release the Game within the community.

    The idea is pretty straight forward you feed the community as much content as you can. You dont give them BS, you dont give them excuses, you simply be frank and honest with them. At the end of the day they will accept any delays or bugs because you were honest about development problems or procedures. You simply dont fill them with crap or hide out for a while until the smoke clears. Sure to the outsiders it may seem bad and they may not give it another glance, but if you keep your core demographic happy, content and within the loop you have a very strong relationship with your fanbase and they will back your decisions.

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