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Article View: alt.games.command.and.conquer
Article #28024

Artist(s) needed for strategy wargame

#28024
From: Matt Ayres
Date: Tue, 21 May 1996 00:00
75 lines
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/* I'm posting this to many newsgroups.  If it's   */
/* out of place... please ignore it.  Thanks much! */

ARTIST(S) NEEDED FOR PC STRATEGY WARGAME.

I'm in need of some good art for my real-time strategy wargame.  It's a C&C/War2 
style game that's approximately 50% functionally complete.  It lacks graphics, 
other then a very small set of ok testing graphics. If you art skills are up to 
par with C&C/War2 (or better :), and you're interested in working on this, you'll 
want to contact me immediately.

A little about the game (well maybe a decent amount).  It's temporary name 
(possibly permenant, if the name is available) is Ground Zero.  It currently runs 
under DOS, in 32-bit protected mode (currently eats about 4 megs of RAM, but with 
all art it will need 8 megs).  It's written in Watcom C++ 10.5.

It's intended to run at 640x480 in 65536 colors (BTW- this only requires 1 meg of 
video RAM).  It can however run in any mode from 320x200 to 1600x1200 (though all 
in 65536 colors).  With 65536 colors, there's virtually no worrying about palette 
limitations.  The interface is a windowed GUI that I wrote.  You can create as 
many windows as you like, move them (opaquely and it's fast), scale them, overlap 
them, etc.  This means you can have multiple maps views.  Each map view can have 
its own zoom rate and scroll speed.  The map scrolling is not fully optimized, yet 
it runs as smooth as War2 (with an equally sized window), and smoother then C&C 
(with an equally sized window).  BTW the engine is capable of playing a FLIC (.FLI 
file) in a window (scalable too).

The game supports multi-directional animated units (currently 16 directions, 
easily modified to more).  Buildings and obstacles are animated as well, based on 
a timer (so computer speed is irrevalent, slower 486's will just loose frames).  
Smart unit navigation is working (and they're smarter then C&C units!), you can 
command units around anywhere on the map, and they'll obey without running into 
buildings, obstacles, and other units.

Multiplayer network support is working (currently 16 players, although untested 
above 4 :).  Along with that, multicolored units and building support.  This means 
images are saved in two files.  One for the no-change color parts of 
units/buildings, and another for the parts that change in accordance with the 
players color (saved in black and white so the engine can perform a color 
trasnformation on them).  Would you believe I added support for multiplayer map 
editing?  (Any opinions on this feature?)

I believe that's all the art related parts of the game (and then some).  I can 
provide more information for those who are interested.

What art needs to be done?  Heh, lots.  You should definately be familiar with 
some 3D rendering programs (esp. 3D Studio).  I'd like all buildings and vehicles 
to be rendered.  There's also a remote chance they'll be rendered real-time within 
the game.  Other art- tiles, tiles, and tiles.  Beginning, middle, middle, middle, 
and ending graphics and animation.  The interface needs some graphics, the 
buttons, bars, and background will take in outside graphics.  Some obstacles and 
infantry will have to be hand drawn, since they can be too complex (or too simple) 
for rendering.

I'm working alone on this project currently.  There's no money involved, if that's 
only what you're after.  That will surely come into the picture once the game is 
complete.  However that will take some time.  It'll be another month or two before 
the game is fully functional, then there's good ol' fun alpha and beta testing 
(yep, expect months).  So I'd hope you're interested in creating a game and not 
making money from the start.

THINK YOU'RE GOOD ENOUGH?

Let's see some of your art/graphics.  Anything, everything, whatever.  If you're 
not ready to show me something, contact me and we'll discuss it.  If you're 
interested I can show you some snapshots from the game (though the art isn't much, 
so there isn't a whole lot to drool over yet, that's what I need you for!).

SO CONTACT ME!

Thanks for reading.

-Matt Ayres
ma...@lithium.com
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From: Matt Ayres <ma...@lithium.com>
Subject: Artist(s) needed for strategy wargame
Date: 1996/05/21
Message-ID: <31A2624E.534F@lithium.com>
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cc: ma...@lithium.com, ke...@lithium.com
organization: Lithium Entertainment
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