Haha, it’s alright. I guess I do have a bit more explaining to do.
The project is new. Very new. And still under development. It is extremely conceptual with the exception of the 3D engine we are using.
One of the perks of this is that if a person that wants to model is interested in also contributing to the storyline they will have that opporotunity. We’re not looking to bring people on soley as modellers, but for them to become part of the team that’s building this project.
If you want my personal background in building games: I have been programming for the past 12 years, 4 of the past 12 have been devoted to mastering Java. I have made a ton of games from classic tetris to 3D simulators in various languages. The two developers working with me are a bit newer to 3D programming, but are very skilled. Lastly, the team that is making the 3D engine is working directly with the project so
I have already made a couple of 2D MORPGs and been involved in who-knows-how-many text-based games, but have always had a passion for 3D programming. The only problem is I don’t have the modelling/animating skills to make this a reality.
As with all projects, we plan on starting small and expanding. Model lists will be made dynamically as the project expands, so, no, I cannot currently give you a list of the models. Like I said, any modeller willl be part of the team not a pawn just being told what to do.
As for your first question, the engine is called the “volatile-engine,” custom made by some professional friends of mine. The engine itself will eventually be an open source project, but as of yet it is not released to the public.
The engine takes basic models and applies various bone-animations to them. That way, any character with the same bone structure can have the same animation applied to it without all the tedious modelling and animating for EVERY character.
The engine is designed for higher-end GPU’s and thus will allow us to really stretch the possibilties.