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Coffee House => Coffee House Boards => CH / General => Topic started by: GreggBz on July 13, 2006, 03:50:04 PM

Title: Game Development (Big Pictures)
Post by: GreggBz on July 13, 2006, 03:50:04 PM
Fellow Amiga Fans, Would anyone here like to help a small indie game devlopment team? Not meaning to solicit, but this is a fairly small project for fun.

The project is Windows (.NET which is a great development environment) and freeware.

It's a Sci-Fi RPG based on the likes of Starflight and Starcontrol.

What we need is an Artist.
Simple 3d meshes for planet side life.
The meshes need to be in DirectX .X format. Milkshape, 3ds Max, will do.
Homepage (http://www.outerspacecrew.net/)
Life Form Descriptions (http://www.outerspacecrew.net/LifeForms.html) there are about 25 life forms needed.

Mail me at brzozowskig (AT) adelphia.net if you are interested.

Here are some screenies:
(http://www.outerspacecrew.net/Screenie1.jpg)
(http://www.outerspacecrew.net/screenie2-3-17.jpg)
(http://www.outerspacecrew.net/screenie-3-17.jpg)


Title: Re: Game Development (Big Pictures)
Post by: Louis Dias on July 14, 2006, 01:13:59 PM
I'm not an artist.

Just curious, what .Net language are you using?
Title: Re: Game Development (Big Pictures)
Post by: GreggBz on July 14, 2006, 01:31:21 PM
The game is done in VB.NET with the DirectX 9.0 SDK. Currently, it's about 90 pages of source code.

Here's a video from a build a couple of months ago.
14Mb avi (http://www.outerspacecrew.net/Outerspace-Vid.avi)
Title: Re: Game Development (Big Pictures)
Post by: Louis Dias on August 01, 2006, 02:38:03 AM
I'm a VB.NET 2003 business app programmer.  I specialize in database work.  I haven't coded a game since the C64, but I have alot of general programming knowledge incase you need some advice or have a bug in some routine.

Though game programming goes against the rules of business app programming, lol...
Title: Re: Game Development (Big Pictures)
Post by: GreggBz on August 03, 2006, 02:52:50 PM
We could use another developer..
I would need them to commit to 5 to 10 hours a week though.

Throwing the odd bone to someone willing to give hints has, in my experience been more managerial trouble than it's worth. (No offense ;-))

Right now it's myself and another developer.
The design is pretty modular. There's enough to do, if you're willing to give it a try let me know!
Title: Re: Game Development (Big Pictures)
Post by: thedaemon on August 23, 2006, 02:40:01 AM
Static meshes or animated? I'm a 3d artist, but don't have much time. I could easily whip up a few meshes.