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| Neoshock MOD: Seeking Experienced Lead Programmer |
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![]() PinFX Member since: 3/26/2004 From: Vienna, USA |
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Note: Please only reply if you have questions about our project or this specific position. I realize that some of you will be tempted to 'help' me with your advice, but please refrain this time :) -edit- Scratch that, please bump this thread if you think it deserves more attention than "Best MMORPG Thread #X"![]() Hi forum-goers of GD.net, my name is Pin Wang and I'm the project lead of Neoshock Online, an amateur-volunteer (non-paying) Total Conversion under development for the Source Engine created by Valve (the engine that Half-Life 2 runs on). I am here today to provide programmers on this forum with an unprecendented opportunity to join our team as a lead programmer. I am sure that some of you may have seen our previous recruitment threads on this forum, as we have been running since September of 2003, and may be wondering why we are only now asking for a lead programmer. However, let me first tell those unfamiliar with our project a little about what it means to work on NSO. As I said above, for programmers looking to break-in to the games industry, this opportunity is quite extraordinary. The Neoshock team is comprised of many highly-talented individuals, some of which work full-time jobs in their respective fields. As part of the team, you will work with experienced graphics artists who are already part of the industry, individuals who understand the latest in cutting-edge graphics technology and who you will collaborate with to bring that technology into our game. You will work alongside level designers with extensive Half-Life mapping experience, some on previously successful modification projects. You will work alongside sound designers to take full advantage of the Source Engine's unique soundscapes system. You will work with musicians who have contracted with BioWare or have been featured in major magazines. As a programmer, you will be working with a highly integrated team of motivated individuals who will be ready to assist you at any moment. You will be working under a flexible design and production philosophy that takes full advantage of the creativity and peer-review in a volunteer environment while still consistently getting things done. You will be working on a game that has been designed to push the limits of technology, game design, and narrative, providing you with the opportunity to apply the best of graphics technology and advanced AI, all integrated by a design reinforced by iterative testing cycles, and a powerful story that exploits every facet of games as a narrative medium. Visit our website at http://www.neoshockmod.net to read more about our modification. That being said, why have we waited a year and a half to look for a lead programmer? The answer is that we haven't, and this post that you are reading now is but a product of unfortunate circumstances. It is by no means a situation that I have wanted to encounter, but it is one that has come to pass. As a team, we have all agreed that the vision we see in our heads MUST see the light of reality. With that said, this 'unfortunate circumstance' for us is a real opportunity for you. But before you apply, please consider the following requirements for the job: Position Requirements: - Solid programming experience (RESUME NO LONGER REQUIRED) - Dedicated and persistent, willing to overcome challenges (this is a long-term job, development will take years and we are looking for an individual who understands this) - A passion for games - An open mind - Self-motivated and constantly learning - Good written and spoken communication skills - A lot of free time - At least 18 years of age (sorry kids) Preferences: - Games industry experience - Non-Gaming related Professional programming experience - Modding experience - Source Engine experience - Experience with advanced Artificial Intelligence programming - Technical understanding of computer graphics, sound production, game design Please send all applications to pinfx@neoshockmod.net, please include your resume and a description of why you feel you are fit for the job. [Edited by - PinFX on May 24, 2005 10:30:44 AM] |
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![]() PinFX Member since: 3/26/2004 From: Vienna, USA |
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| Some media to wet your appetites... Interview http://www.hlfallout.net/articles.php/14/1/ Fiction Shintzi's Gamble - Honor. It was a word that was close to Shintzi’s heart. Long had the men around him forgotten its meaning, but Shintzi, last remaining legacy of his once glorious family, would never forget. Shintzi led the Crimson Hawks, one mercenary band of many that were formed following the great war. One of many, but also one of a kind. More than once Shintzi’s infamous band of fighters had come dangerously close to extinction because of what many perceived to be a leader’s naïve ideals. Shintzi’s men looked upon him with mixed mystification and tentative admiration. It was not his lofty ideals of glory and honor that allowed him to retain his leadership, but the brute respect he commanded with his fighting ability and razor-sharp mind. To Shintzi, honor was life, it was the lifestyle he chose and the lifestyle he would live by. To believe in powerful ideals and to shout them out with all the actions of life, never to be silenced by anything but death. And if death was to be his destiny tonight, Shintzi would gladly accept it, for he had served something greater, something that would never die. He would gladly accept it, and most likely he would have no other choice. Original Music Lthrboots - Finale David John - The Horde Concept Art -> Model ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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![]() Talonder Member since: 2/27/2005 From: New York, NY, United States |
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| Those are nice - What type of polycounts can source support again? I heard it was around 5,000 for PC's, but not sure. |
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![]() Vanquish Member since: 10/19/2003 From: Montgomery, AL, United States |
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| So you knock MMO threads...try to get around it by calling yourself a "mod" but its "more like a complete game than a simple modification" (to use your words) and a player can "Level up your character and equip him with the coolest items" (again your words). "this opportunity is quite extraordinary." if you do say so yourself. "You will be working on a game that has been designed to push the limits of technology, game design, and narrative, providing you with the opportunity to apply the best of graphics technology and advanced AI, all integrated by a design reinforced by iterative testing cycles, and a powerful story that exploits every facet of games as a narrative medium." -- said in every game press release Hmmm... Oh well. Good luck. Ive helped you with a bump :P Alfred Norris, VoodooFusion Studios Team Lead - CONFLICT: Omega A Post-Apocalyptic MMO Project Join our team! Positions still available. CONFLICT:Omega |
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![]() BlackMoons Member since: 2/17/2003 |
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| hmm 6 months in dev and still no screenshots? :( I wanna see the pertty screens Lead Coder/Game Designer for Spacesim, the Free 3d Space based mmorpg http://www.voxelsoft.com/spacesim 0.0.1.30 now out! |
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![]() PinFX Member since: 3/26/2004 From: Vienna, USA |
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| Talonder, much higher than 5,000. At the highest LODs I think I've seen some models go up to 13k polys. However, polycount is no longer really the focus since we can use normal maps, on EVERYTHING. Our modeling process is split up into 3 stages: 1. High poly model created for cinematic use 2. Low poly model based from high poly model 3. Normal map extracted from high poly model and applied to low poly An example would be the UNAC soldier model that you see. It starts off like you see below, with a ridiculously high polycount. Then we produce a lowpoly version that is less than 3000 polys. We apply the normal map and it looks quite fantastic. Not exactly easy to work the entire thing, but like I said above our CG team knows what they are doing. ------------------------ Vanquish, how are you doing? You seem quite jaded :) I guess it's to be expected here at GD.net, so let me try to calm these raging rivers of doubt by talking a little about open source software. Don't see the relationship yet? With OSS noone gets paid, with the wrong type of license noone can EVER get paid, yet it is extremely successful. Some of the most powerful tools created to date, including the browser you are most likely using (Mozilla Firefox) are open source projects. Why and how is this possible in a group of individuals who have no financial commitment or dependance on each other? How can their product be sometimes even better than those made by commercoal companies, and why are commercial companies getting increasingly involved in OSS? My friend, the answer to these questions are a collaborative environment where individuals are allowed to fully use their expertise. In many ways, OSS presents dynamic working organizations where individuals can accomplish their personal goals under their own terms and do it in a way that is simply impossible for them to do by themselves. This is the power of OSS, and in fact all organized amateur-volunteer projects. We don't try to cover up the fact that we are amateur-volunteer. We don't try to promise potential members money after we release. We are not your average project because our goal here is to create a good game, not take our good ideas and try to turn it into cash. Look me up on the IGDA forums, trace my posts back to last year. You'll see that like most of you, I'm a veteran gamer who is sick of the cookie-cutter crap that comes out consistently from a plague of corporate standardization. I believe that in many ways the introduction of advanced graphics has dealt a big blow to game design. In other words, in many ways my beliefs are the opposite of what you may gather from my presentation here. Just because we are highly organized, highly talented, and highly optimistic does not mean that we do not have an intimate understanding of games and also the industry they are made in. I'm not exactly sure what you are accusing me of, but I guarantee you that if you ask more specific questions I will not wiggle out of them. I will give you direct responses with a confidence that is based in serious reflection about our goals, as a group, over the course of almost two years. -------------------- BlackMoons, I am sorry I have no screenshots for you. The reasons vary, but I think that as a fellow developer, you can relate to the fact that screenshots don't really mean anything. Especially in the context of the Source Engine, it would be easy to slap a few things together and pump out screenshots. We are worrying about other things like getting our damage model in (a unique design that I can send anyone if they ask me). We have a strict policy about not releasing any content that is misleading in terms of the progress of our development. Screenshots are exactly that and we have chosen to be very careful with releasing them. As you know, a lot of indie game dev projects worry a great deal about the graphical side of things, and I've seen some good projects shoot themselves in the foot by trying to focus on the aspects of game dev that they have no chance in ever competing. We are not stupid, it's game design first for us, innovation is the biggest advantage of indie game dev. Not to mention that we have absolutely no worries about the graphical side! Finally, having a lead programmer might help, so if you want some screens tell your talented friends about us :) |
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![]() Vanquish Member since: 10/19/2003 From: Montgomery, AL, United States |
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| Ok. Specific questions... Since you know people flame MMO threads you typed "please bump this thread if you think it deserves more attention than "Best MMORPG Thread #X" Do you think that people cant see your project is basically the same thing as an MMO if not actually one? Being that you're on a dev forum where people are pretty much in the know 95% of the time, what part of anyone's post made you type that drivel about open-source products? "Just because we are highly organized, highly talented, and highly optimistic does not mean that we do not have an intimate understanding of games and also the industry they are made in. " Do you enjoy creating red-herring arguments merely to praise yourself? (The point being, I dont think anyone accused you of not knowing games or the game industry, yet you answer that non-accusation with self-congratulatory babel.) We know what OSS is - I suppose insulting people's intelligence is just habit with you. I'll be frank. I AM the leader of an MMO project - and I dont like your trashing them. I also know the difference between having confidence in yourself/promoting your team and GIGANTIC SUPER BOLDED HYPERBOLE in describing game features and team members. I dont care if the GuildWars devs themselves started an indy group, the amount you pat yourself on the back would put someone in the hospital. I could wish well on your project, but Im sure you've already congratulated yourself. Thanks for registering on our forum boards though :) Alfred Norris, VoodooFusion Studios Team Lead - CONFLICT: Omega A Post-Apocalyptic MMO Project Join our team! Positions still available. CONFLICT:Omega |
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![]() PinFX Member since: 3/26/2004 From: Vienna, USA |
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| OK, I'm going to discontinue this conversation with you Vanquish, obviously you are here to flame and not help. Just to clarify: we are NOT a MMORPG project. Our game is a team-based tactical FPS, it will play somewhat like Counter-Strike. Vanquish has confused our forum mini-game with our actual game. Moving on, here is a part of our design document, outlining our damage model that I mentioned earlier. This is a technical design document to let you coders get a feel for what kind of stuff you'd be working with. To summarize what kind of system it outlines, our damage models divides the body into areas. The HP for each area is not critically damaged unless the armor is pierced. The chances of whether armor is pierced or not depends on the rating of the attack, and also the integrity of that armor, which is dependant on its own HP. What this does is simulate 'cracking' in armor, and how armor becomes more and more weak as it is attacked. Note that you do not die unless of the critical effect. Quote: Note: We have an entire section covering the design specs of each critical effect, and of course how they tie into our other systems. [Edited by - PinFX on May 15, 2005 1:34:42 PM] |
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![]() Vanquish Member since: 10/19/2003 From: Montgomery, AL, United States |
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| Looks really good. Alfred Norris, VoodooFusion Studios Team Lead - CONFLICT: Omega A Post-Apocalyptic MMO Project Join our team! Positions still available. CONFLICT:Omega |
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![]() krikkit Member since: 10/15/2001 From: Joliet, IL |
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| I turned a skillful friend of mine to the last round of openings for the NeoShock project as I felt it would be a great avenue for him to start garnering experience and he is currently working on it. Of course I don't know much of anything about it, but under the black box, things are looking extremely positive in this project, so don't let the naysayers turn you back if you're interested and you meet the needs of this project! |
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![]() Type III Member since: 6/7/2004 From: USA |
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| Do you hear that? That's the sound of opportunity knocking!! |
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![]() spacemonkeystudios Member since: 7/3/2004 From: Southampton, United Kingdom |
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| Mod of the month in Indie game mag? E-Mail me if you want to see this as the mod of the month. -steve _______________________ Freelance Game Journalist / Designer / Occasional Game Developer [GamingHours.com] [RandomlyAccessed] |
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![]() PinFX Member since: 3/26/2004 From: Vienna, USA |
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| Hey spacemonkey, we are going to have to respectfully decline on your invitation. |
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![]() PinFX Member since: 3/26/2004 From: Vienna, USA |
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| Due to a lack of response, I've taken off the resume requirement. Remember, if you have any concerns about the project or your potential position on the team, we can always sort it out after you apply in a 1on1 conversation. |
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![]() pfassett Member since: 5/23/2005 From: Wilmington, DE, United States |
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| Can I suggest something. Programmers can sometimes be a cautious group of people who normally won't join a group unless they have something to show. Theres a reason for this, a programmer will seriously not waste his/her time on a project that is just starting out that will die in 6 months. In order to get programers to even reply to this thread you have to have something to show. So far you have renders, and renders are great, but the only thing they attract are other 3d designers. In order to attract the "backbone" of any game project, you need to show you have a working engine that does all the mundane crap already, like render, animate, mount blah blah. The hardest part of game design that an indi developer seems to face is getting that first working model functional in game. My suggestion is to get a model in game with a GUI, then repost, after the people here see that you guys are in for the long haul, you will be much better recieved. Please don't take this as a flame, it's just a suggestion. I am going through the same thing right now. |
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![]() PinFX Member since: 3/26/2004 From: Vienna, USA |
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| pfassett, our game is built on Valve's Source technology. This is the engine that Half-Life 2 runs on. We already have an engine, and that is why we are a mod. |
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![]() pfassett Member since: 5/23/2005 From: Wilmington, DE, United States |
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| Ok well like I said, whos gonna know that unless we actually see something in game. Just trying to give you friendly advice. You can either take it or ignore it. But it's here nonetheless. |
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![]() Talonder Member since: 2/27/2005 From: New York, NY, United States |
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| Agreed - Some nice screenshots in the game, and since its source you could easily realese a tech demo of one of your maps - It is not difficult to do at all, since you are modding, but it would help a ton. |
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![]() PinFX Member since: 3/26/2004 From: Vienna, USA |
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| Still looking to fill this position |
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![]() Type III Member since: 6/7/2004 From: USA |
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| *Attention College Student Coders* Start your summer off right!! Go back to school next fall with experience as lead coder for a video game that you can be proud of. Three months of solid work could really get things up and running!! |
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