larmannjan: Tanks are team-based. There will be different skins for each tank depending on the team the player using that tank is on (red, blue, grey, or green).
blenderlogic: We sure could use help as long as you don’t mind a relatively strict agenda or working for free (at least for now). I will send you a pm, thanks for your interest.
UPDATE:
Ok guys, I know this topic has been down for a while, but there has been good reason. A few months ago, several members on our dev team had what you could call ‘rough times’ (family members dying, cost-of-life issues, etc) so morale has been low and motivation lacking if not non-existant. On top of this, a progress-halting bug in our $900 game engine arose, and we just recently managed to fix the problem. However, with a few motivational speeches and reinforcement, we have now resumed work on the project with the same goal, but a new directive. I will explain:
The original plan was to create a clone of a classic Sci-Fi tank shooter PC game from 1996, identical right down to the pixel. The unique case in this circumstance is that the owners of the rights to the game have officially abandoned it long ago after years of neglect and zero maintenance. The honest truth is that they would probably not recognize their own game if they sat down and played it themselves. Literally. Even if copyright issues did arise, we can easily switch a few graphics/sounds/names around to curb a lawsuit of any kind. The reason for this strict copy/paste motive is because the game has been played for so many years, and its players have a distinct feel for every aspect of it and play a certain way based on every miniscule detail. Any change would break the unwanted mold.
The second phase of the plan was to create a sequel to the original 1996 classic. New graphics. New sounds. New physics. Same game, just with a complete overhaul for modern day gaming standards. So far we have achieved this above and beyond expectations, and as opposed to the clone, we can always add in any new ideas and features, and that is what makes a sequel great. We are not limited by the seasoned status of the original 1997 game, and we can flex our creative muscles, implementing all kinds of ideas the original game should have had in patches and updates from then until it was shut down.
The above plans remain the same, to build a clone and a sequel. However, the way we plan to get there has changed a little. Until recently, we planned to use a single engine to build both games. The clone would have been built first, and then the sequel based off of the clones code and script, with tweaks and changes made as necessary and models being swapped out until we have an appropriate up-to-date feel that truly separates the sequel from the clone. This is most likely no longer the case. As mentioned earlier in this thread, there are actually several attempts to make a variant of the original game, believe it or not (four to be exact). We are but one of those four. However, a merger has been discussed, since one of the other games is already being built with the goal of being a true sequel (rather than a mere variant like the other 2 and ourselves). So rather than build two separate games with the same goal, the clone will be built on our Gamestudio engine, and the sequel will now be being built entirely in C++.
Is this a good thing or a bad thing? Honestly, we consider this an upgrade. Even though the choice for this change was made based on the fact that a few members of our original team either lost motivation or didn’t have time for a second game, it still proved to be a smart move in the end. The programmer working on the sequel who has joined us happens to know what he is doing and shows alot of talent. In the end, the sequel will be much more advanced than we had hoped. Most of our dev team is working on both games, while our programmers stay focused on their own tasks. With both games being built at once, we will actually end up making up for all of the lost time due to the engine bug and lost morale.
As for contributions, feel free to offer your services. I cannot guarantee that we will be able to accept everyone, but I will list some things that we do need or could use from people willing to contribute:
- Basic knowledge of Lite-C language, willing to work with our programmer for the clone on things like physics, networking, etc.
- Re-building the arenas from the original game. Requires only basic Blender knowledge. A pre-made template of pieces would be used.
- Making maps for the sequel. Texturing/UVmapping is require and workload would be notable. Requires architectural creativity.
- Advanced skill in creating textures and skins to be used for pre-existing models, based on their UV-map.
- Experience in problem-solving errors that arise when exporting from Blend to FBX format with things like animation and textures.
- Experience in creating custom sound FX. They would be based on original sounds from 1997, but with a new feel for the sequel.
Some of those we need more than we could do without, but feel free to offer any help if you have any talent that you believe could help us out. We never had any intentions of asking for help, but if it is offered, we will accept. We have a very laid back dev team and almost nothing is serious. If you decide to help and we can use you, we can’t offer any payment, since everyone is already working voluntarily. However, upon the games completion, you will be given any and all credit where due. This includes if and when the game catches on enough for us to consider a pay-to-play subscription for each new player. The original game would have been extremely popular if it had the advertising, but instead it was practically the opposite, swept under a rug by its owners. We hope that with proper advertising and a sequel, the game will eventually amass enough people to justify people paying to play it. The primary areas the money would go toward are: Payment for an online server, updating our teams hardware/software, and then as personal payment to our dev team, in that order. If we make it to that point, it is possible that anyone who makes contributions will be compensated with the money from the profit. If this doesn’t sound realistic, please consider we have already had over $1,400 in donations in the first 3 months, without a single request for one, and every single dollar has gone toward the game, none in our own pockets. We are not greedy individuals.
Ok, enough rambling. I will have an actual update on some modeling progress soon, probably something like a HUD cockpit design. Stay tuned.
EDIT:
Bah. My power supply for my computer in which I use Blender has crapped out on me. I have ordered a replacement and it is on its way in the mail. Should be a few days at most. The moment it arrives I will have something post-worthy. Thanks guys for the motivation.