Hey guys,
Ok so this is a bit complex but Ill try to explain and to be fully open about it. Before, just a few words about myself, I am senior developer (graphic) with a several published titles, of which the latest is the Rebel Galaxy: Outlaw. I did also work with Phil Shenk and Erich Schaefer on their experimental project (under development), and also with Ted Peterson and Julian LaFay.

  • So Im here to ask if there are some coders here who are willing to help on a project Im preping. (please carefully read everything Im about to write down, so there are no misunderstandings)

It is initial stage of the (future) project and it is aimed to be used as a demo pitch for the publishers. The conundrum is this, every publisher wants to see some demo or vertical slice, so they can have some tangible picture to help them in their decision to fund the project (they dont want just words and fancy pictures, but something concrete that will show them vision, scope, idea and ability to make it).

So I need at least mid tier coders to help me out with the project Im prepping. Its code workload was evaluated to be around 6 weeks, and if this gets funded we will be able to work together on this as full time payed position.

I tested Godot 4 (beta) for some time now and I think its a perfect fit for my project, as it is lightweight and uses Vulkan as a renderer. Not to mention that due to open source structure it is perfect for any kind of modification if need to closer fit the project arises. And ofc it is ideal for the MODing.

My aim here in this stage is to make a demo map.

Few words about the project.
It is aimed to be like a blend between Heretic/Hexen and DiabloII. So, fast paced first person action game, with the rpg elements and darker tone, but with a twist that player weapons are more physics based (no hit scan). I cant go too much into details about full project here, as you can understand, but its setting is in the ancient past (maybe on some parallel earth, who is to say), in the age like what is described in the Conan by Robert E. Howard.

Full game and story is suppose to be set across three different forts, each having its own style and flavor, with about 8 levels each. And also final location with 3 maps, in which last one is main boss fight.

Map and level design is suppose to be closer to classics like Heretic/Hexen than the modern games. The style should be somewhat low-hi mixture, as you can see from these test shots. So smaller resolution of textures, not too high quality of characters, but not the pixel-art as well, with a modern renderer and FX. Something like games from early 2000` but with a modern graphics upgrades. And a lots of GIBBING.

For the demo map there will be several key features which will be good to show: like two weapon types, two monster types with their special features, functioning HUD, special type of character, lift platform, moving platform, gates with keys, triggers and if possible sound propagation. Note that almost everything can be trimmed, except several key stuff.

Im already in mid production concerning graphics for the demo map.

One more BONUS thing. Kevin Schilder said to me that he is interested in this project/idea and he is willing to work on it, if and when its get funded.

PS -for interested people, there will be NDA.

Anw thats it from me, hope someone will get interested in this,
and let me know if you have any questions.

Cheers,
V

You had me at physics based weapons, you lost me at the Kevin Schilder name drop (name drop #5). I'm sure someone is interested, I assume most people here are on speaking terms with Erich Scheafer. Curious what this game will do different compared to early 2000s games, besides Godot and Schilder involvement.

    Erich_L

    Thank you for your reply Erich.
    Im sorry to hear that you have a beef with Kevin.

    The names drop was not meant as a show-of, but to imply my seriousness when it comes to game making and this project.

    And yes, Im curious too how this project will turn out at the end. In essence every gaming project is an experiment. You start with one or several ideas, start to expand on them, than you try to make them work in game environment. Some will work, others will not and you have to ditch them, than replace them with something else. There will be new ideas along the way that you want to implement in and so on. Thats why finished product is an amalgamation and crux of everything that passed the sive and was combined in a good way, so it can work together as a whole….and ofc be fun to play.

    I remember when I first played quake when it came out, that I really, really liked how grenade launcher was fun to play. You could see the “bullet” and it had certain physical trajectory, which was really fun to use against the opponents. This was also case with nailgun and super nailgun. Tho they had mostly strait trajectory. But never the less, in all those cases you could see the bluets and that made more challenging to aim and hit the enemy, but it was really satisfying to use gameplay skill in that way . That stuck to me. After that, simple hitscan technique was ok and sufficient I guess, but never that much fun to play.

    Heretic and Hexen never got a proper (in my view) sequels. I mean, sure they did, but they were never on that level of originals. Never got to that crowd level, an overwhelming force against the player. Also they lacked the dark and horror elements of the classics. Thats why I think that classic map making approach, with some improvements ofc, and some of the elements from Diablo 2, like enemy waves, brutal punishment on them, belt and other rpg elements, in more trimmed form, would now be a good combination. And with a few of now a must things, like upgradable weapons. Also that kind of games are easier to make in present time. And its better to have shorter turnaround time, than to work on a gigantic production that will last for years and years. To make simple and easier game and than, if public likes it and publishers are good with it, make sequels.

    At the end you dont need new tech stuff, wow factors and over-present today more-more-more. You just need to make something that will be fun to play, even if there is nothing seemingly “new” in it.

    a month later