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Posted

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:

1944 D-DAY : Operation Overlord

Target aim:

-Full Retail

-Steam and other online Distribution systems.

Compensation:

We offer several options.

-Investment Options

-Deferred Payment

-Contracting (per item basis) (I'm going for broke right now ;) )

The project is not yet funded, so all finances comes from myself and other team members.

Technology:

- Top Tier AAA Engine

- PC is our primary platform

- Mac, 360 & PS3 are also possibilities depending on support

- Speedtree

Talent needed:

-Environment Artists

Model & Texture Buildings, Props and other content required by the level design team.

-Level Designers

Assemble the games levels based on the research and maps provided.

-Other Positions

We have plenty of other positions available but I want to stress that we are really pushing for the demo level to be complete. So we need Environment Artists & Level Designers.

Team structure:

We have a core team consisting of Programmers, Artists, Researchers, Audio Guys and Co-Ordiantors. The team is very large and very dedicated.

Anything that we cannot achieve within the team we outsource.

We are looking for serious developers only, if you can't commit to the development or you don't have the time then please don't apply. You will be given a trial first where we will see how you progress and develop. If we both find that we like working together we will progress further and integrate you into the team, signing NDA's, Contracts and Release forms.

The Team is attempting to make Frantic Games their career, so we take it very seriously and each team member contributes between 20 - 40 hours per week, while also working their full time jobs. The teams credits speak for themselves.

Current Titles in development include (Team Members Credited on):

Hellboy (PS3/360)

Viva Pinata : Party Animals (360)

Little Big Planet (PS3)

TBC StarWars Title

Batman DarkKnight (Movie)

For the record I am the AI & Gameplay programmer so my role is more than just "StoryWrtier" / "Web Admin". I obviously have a hand in everything. Just felt I should clarify the point!!

Website:

http://www.franticgames.com (getting an overhaul)

1944 D-DAY : Operation Overlord

Contacts:

email: recruit@franticgames.com

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)

M1Carbine.jpg

MP44.jpg

Springfield.jpg

GermanInfantry.jpg

GermanTanker.jpg

GermanTankerNormal.jpg

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Posted

# Realistic AI controlling every aspect of the game.

* The AI controls the emotions and feelings of every unit

* Coordinates realistic tactics and movements

* Manages over 250,000 units real-time.

# Large open dynamic maps, that live and breath alongside the combat.

* Animals that react to the combat

* Grass and trees that flow with the wind

* Buildings and terrain that take realistic damage

* 24 Hour clock, watch the sun rise as the battles continue

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.

Posted

# Realistic AI controlling every aspect of the game.

* The AI controls the emotions and feelings of every unit

* Coordinates realistic tactics and movements

* Manages over 250,000 units real-time.

# Large open dynamic maps, that live and breath alongside the combat.

* Animals that react to the combat

* Grass and trees that flow with the wind

* Buildings and terrain that take realistic damage

* 24 Hour clock, watch the sun rise as the battles continue

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.

Posted

WW2 is just another Genre like Sci Fi

Was WW1 the alpha version? :roll:

World War II is an actual event that happened between 1939 and 1945, in no way shape or form can you lump it in with sci-fi or any other genre.

Anyway sorry but I'm afraid I'm going to have to agree with Psycho with this one, good luck anyway.

Posted

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.

Posted

If you don't mind I would like to tell you that your photoshop skills... well the picture speeks for it self:

http://www.1944d-day.com/pr/GameDev/M1Carbine.jpg

And...

A) The Goals are just irreal, but you may prove me wrong

B) The Theme is sooooo overstrechted already

C) The Concept of 250k Soldiers on the Battlefield and the resulting worthlessness of the real player on his computer might demotivate.

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.

B) Look at DoD, RO, BiA, MoH, BF42, Panzers, CoH, CoD... The Market is more or less filled. On the one hand there are enough Ego-Shooters, even such with Commander-Modes and 128 Players with Ships, Tanks and Planes, and there are enough Games wich handle WW2 accurate enough to still give some Gameplay. There's no brand you are using, there's no market you actually find unused, there's no established developerstudio you have as a name and there's no target group for your game atm - because no one can handle the HW-Specs and those who could may be playing Battlefield 2142 or Red Orchestra.

C) See - the above mentioned titles have one thing in common: Not in one of the titles there are more than 256 Players on the screen at a time, take out the RTS set count to 64. The Single Player has a much bigger attention and influence, the role he's playing is important. Having an 8 Person Squad in DoD:S makes everyone in your team important. Being one of 12.000 Players with a Panzerschreck will make you unimportant. You have no inducement to take your role.

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.

Posted

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

Posted

If you could read, you would have read that I assumed that only 1% of the players were visible and I only spoke of those. I didn't even mention the amount I would calculate for the AI (even if you use "AI LOD" o_O). And I don't quote a whole post to set one sentence (btw - look EOT ;) )

Posted

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.

Posted

Admittedly, I didn't search very well, but what kind of engine are you running this on, and if its something you guys have made, what kind of editor will you be using for your levels?

Posted

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.


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