Article View: alt.games.command.and.conquer
Article #28025Artist(s) needed for strategy wargame (reposted, better formatting, grrr!)
From: Matt Ayres
Date: Tue, 21 May 1996 00:00
Date: Tue, 21 May 1996 00:00
78 lines
5004 bytes
5004 bytes
/* 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). I also 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
Technical Details
Message-ID:
<31A2663A.7FFF@lithium.com>Path:
mbox-mo1.pugleaf.net!unknown!not-for-mailShow Full Headers
Complete Article Headers
From: Matt Ayres <ma...@lithium.com> Subject: Artist(s) needed for strategy wargame (reposted, better formatting, grrr!) Date: 1996/05/21 Message-ID: <31A2663A.7FFF@lithium.com> X-Deja-AN: 156047957 cc: ma...@lithium.com organization: Lithium Entertainment mime-version: 1.0 reply-to: ma...@lithium.com newsgroups: rec.games.programmer,comp.sys.ibm.pc.games.strategic,comp.graphics.misc,rec.games.design,alt.games.command-n-conq,alt.games.command.and.conquer,alt.games.warcraft,alt.msdos.programmer,comp.os.msdos.programmer,comp.graphics.rendering.misc,comp.graphics.rendering.raytracing,comp.graphics.packages.3dstudio,comp.sys.ibm.pc.games.action,comp.sys.ibm.pc.games.misc x-mailer: Mozilla 3.0B2 (Win95; I) Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 7bit