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theshadowfan
11-20-2004, 10:04 AM
Hi my name is David Rodriguez. Right now my team is in the early stages of the development process for a futuristic first person shooter/third person action game. We are using the 3D Game Studio engine URL http://www.conitec.net/a4info.htm

We are currently looking for 2 to 3 additional C or C++ programmers who are looking to gain experience in the programming side of the gaming industry. We ask that you are ready to work on this project from the time that you're accepted. The development of this game will take at least a year to complete, so please try to make sure that you have that much time, if not more, in which you can dedicate to this game.

This project is a non-paid project, but if the game does make a profit everyone will be entitled to a commission.

The game design doc can be found http://www.stuffwelike.com/viw/viw1-designdoc.doc.

A website is currently being made.

3D Game Studio uses a C-style scripting language for scripting the
engine. Advanced engine plug-ins (a feature which isn't available in the
engine) is _written_ in C++ using the core DirectX libraries. This is an
absolute optional feature as the engine already supports pretty advanced
rendering capabilities (1).

We are looking for programmers who can write _code_. About 8 to 10 hours a week and more than 200+ lines of code per week /per person.
It may sound daunting, but having one look at c-script I am sure the
initial view will change. As for the _minimum_ requirements:

a) Knowledge of a programming language is a must (preferably C but VB,
Delphi etc will do).
b) Should have _some_ experience in making _some_ kind of software (big
/small)
c) Must be willing to learn and learn quick . There are plenty of c-script
tutorials available

If you have any questions that were not answered above please email me at davidprodriguez@att.net. In your email please include some of your work that you have done.

The team formed in April 2004 and we have made a considerable amount of progress since then. We currently have 2 programmers, 2 3D artists, 2 writers, and 3 2D artists.

Here's some of the game's artwork:
http://www.stuffwelike.com/viw/3d/levels/l...ques_office.jpg (http://www.stuffwelike.com/viw/3d/levels/level%201/part1/sazques_office.jpg)
http://www.stuffwelike.com/viw/BGVIW.jpg
http://www.stuffwelike.com/viw/concepts/ve...e_INK2_JPEG.jpg (http://www.stuffwelike.com/viw/concepts/vehicles/MBike_INK2_JPEG.jpg)

You can contact me through:
My email is davidprodriguez@att.net
Aim - wavydavy2006
Msn IM - packomleader@hotmail.com
Yahoo IM - theshadowfan2002@yahoo.com

NomadRock
11-20-2004, 01:40 PM
You should really have a technical design doc before recruiting programmers. Story, and background is fun, but doesnt say much about the game that a programmer is interested in.

theshadowfan
11-20-2004, 02:39 PM
You should really have a technical design doc before recruiting programmers. Story, and background is fun, but doesnt say much about the game that a programmer is interested in.
14056


well what would one of these look like?

NomadRock
11-20-2004, 09:02 PM
I noticed at flipcode you had a programmer make up a simple proof that you can use the engine. You need him to work extensively on this with you.

- What special rendering techniques will you be implementing?
- If you will only be using standard Ogre stuff, then what will that be?
- Enumerate all parts of Ogre that you will be using. (This is important to know how much needs to be changed if you decide that you must switch to a different engine.)
- What parts will you have to implement yourself that will directly interface with the Ogre Engine and therefore be lost code if you switch engines?
- What kind of AI do you plan to implement? What techniques do you plan to use to do this? What subsystems will this entail, and how will these interface with the physics and scene graph?
- Will the game support multiplayer?
- How do you plan to do implement the networking in this case?
- What parts of the game mechanics will the server have to control and what parts will you let your client handle?
- How do you plan to implement source control?
- Can you seperate the code into modules such that the programmers can work independently for the most part as the internals of one do not depend on the internals of the other? (The answer must be yes) What will this division be?
- What will the interfaces of the different parts be? The is important so the seperate programmers know what to program against.

The list can get much larger. This requires a large ammount of knowlege and forthought to get even this much into a complete form. Having this kind of documentation is invaluable for programmers however.

If your answer to any of these is, "We will figure it out when we get there," then your project is at risk of never getting finished. Not saying it is impossible, but this makes it much more risky for an outside programmer to invest time.

I don't mean to sound bitchy. If I was interested in degrading you, I wouldn't invest this much time. Sit down with your programmer and seriously think about all of these issues and the ones that surround them that I didn't have time to type out.

theshadowfan
11-23-2004, 08:42 PM
Having this kind of documentation is invaluable for programmers however.

I don't mean to sound bitchy. If I was interested in degrading you, I wouldn't invest this much time. Sit down with your programmer and seriously think about all of these issues and the ones that surround them that I didn't have time to type out.

Well thank you for the suggestion.

I completely understand where you're coming from. To you and everyone else out there, we're just another group who's attempting yet another game...It's up to me to show everyone that we are the team that’s not only going to succeed, but that we’re also going to go far beyond everyone’s expectations. The best way to do this is to be clear on every aspect with the game's development.

Now with that said I did update the design doc with answers to some of your questions. For those topics not answered, researched is still being conducted on it.

NomadRock
11-23-2004, 10:23 PM
I checked up. It is not up to par yet, but you have a good start. It is good to hear you are giving some thought into this rather than just splatting it all down.

Try searching for other design docs. Go over them with your programmer and see if he notices anything lacking from them. Is there anything that is not clear when you are not part of the project? Then look at these issues in your own.

Here is a good look into the non programmer parts
http://www.gamasutra.com/features/19991019/ryan_pfv.htm

Good Luck!

theshadowfan
04-13-2005, 03:44 PM
We're currently looking for moe programmers. I've updated the original post with all current information.