🚀 go-pugleaf

RetroBBS NetNews Server

Inspired by RockSolid Light RIP Retro Guy

Thread View: alt.games.command.and.conquer
2 messages
2 total messages Started by Matt Ayres Tue, 21 May 1996 00:00
Artist(s) needed for strategy wargame (reposted, better formatting, grrr!)
#28025
Author: Matt Ayres
Date: Tue, 21 May 1996 00:00
78 lines
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
Re: Artist(s) needed for strategy wargame (reposted, better formatting, grrr!)
#28026
Author: reyn... Joonas W N Reynders
Date: Thu, 23 May 1996 00:00
6 lines
1269 bytes

	The engine sounds very promising, I wish that someday we truly
see Ground Zero on out screens :)

	Joonas
Thread Navigation

This is a paginated view of messages in the thread with full content displayed inline.

Messages are displayed in chronological order, with the original post highlighted in green.

Use pagination controls to navigate through all messages in large threads.

Back to All Threads