Project Recruiting: Top Down Action Shooter

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Lanidrak
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Project Recruiting: Top Down Action Shooter

Post by Lanidrak » Sun Feb 07, 2010 12:33 am

Hey guys,

Bare with me. I appreciate that as a forum offering a service (a free game engine) you must get plenty of these requests from people simply saying that they have a game idea and want people to code/create the game for them.

Having said that, and hoping that you are still baring with me - that is exactly what I am asking.

I have currently created an extensive design document and I am looking to put together a team of amateur/experienced programmers and artists to make, ultimately, my dream, a reality.

The Game Concept
It will hopefully be controlled with the wasd keys for movement, mouse for aiming, right-click shoot, left-click interact... If this is not possible on this engine, please let me know :).

It is a futuristic space-age game, in which, you are the pilot of a mechanical war machine (hereafter, Mech). The first few missions involve your graduation from a Tactical War Academy under the tutelage of an Artificial Intelligence General (a computer program designed to represent a teacher/general as a hologram). As such, your first few missions are based around orientation and how to use your Mech, specifically in terms of equipping components, modules and weapons. Other factors to include are energy usage of certain modules and the importance of shielding.

The first mission will pit you against some automated drones in which the AI (named Rubik), will teach you all about effective returning fire and the importance of cover. The second mission involves using specialist components such as Demolition Packs and Stealth Implants to complete your mission, by avoiding Cyborg Guards and Surveillance Cameras. Upon completing your third mission, the AI informs you that your training will have to be hurried along due to an incoming attack in the galaxy. And as such, this third and final mission is a culmination of all the rest of your training: "Advanced Combat Tactics", "Warzone Familiarization" and "Specialist Covert Operations". Simply, this mission will familiarize yourself with the radar, secondary objectives, and give you a real taste of what the actual game play (after graduating/training/tutorial) will be like.

That is as much as of what I would care to tell you all for now about it - about the storyline and missions at least.

Your Mech is fully customizable around a Chassis (of which there are 6 types). There are lots of weapon systems, armor platings, shield generators and miscellaneous items which you can equip onto your chassis - thus specializing yourself for a certain mission, or rigging yourself as an all out war-machine and taking the 'shoot first, be stealthy later' approach.

I had originally planned this to be an online flash game - but I think the key feature of this game is the fact that the area in which a mission takes place is so large, and that combat and certain events can and will occur, off screen.


So, if you made it this far: Thank you for reading. I would love to know your thoughts or if you could get in touch with me to speak more about this possible project, that would be even better.

I appreciate that time is money and that you are all prospective coders/programmers etc. This project will be a strictly volunteer basis at first. If it proves to be successful, I may consider implementing a pay to play feature - perhaps shareware/free trial, pay to play full version. And as such, if we get to that stage - the profits will be split equally amongst all involved - obviously with a ratio to the amount of your singular contribution. Your thoughts on this matter, too, will be more than welcome.

edit: cecil (dot) treadwell (at) gmail (dot) com - if you are interested, I am much more likely to check my emails than I am to remember to come back to this forum and check up on my posts. Although I will do the latter as much as possible.

Finally, hello love2d community :)
Last edited by Lanidrak on Sun Feb 07, 2010 12:05 pm, edited 3 times in total.

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Robin
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Re: Project Recruiting: Top Down Action Shooter

Post by Robin » Sun Feb 07, 2010 12:39 am

Lanidrak wrote:It will hopefully be controlled with the wasd keys for movement, mouse for aiming, right-click shoot, left-click interact... If this is not possible on this engine, please let me know :).
I'm pretty sure this was even possible before version 0.1.1, as these things tend to be rather vital for games. ;)
Help us help you: attach a .love.

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Lanidrak
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Re: Project Recruiting: Top Down Action Shooter

Post by Lanidrak » Sun Feb 07, 2010 12:42 am

Hehe. Well I'd much rather have your response than: 'omg no, impossible... you need to go find some c++ engine and professional coders etc'...

I actually added that in as an edit - since I didn't really even mention how the game was to be played!

You think what I am asking for is possible/likely? I don't really know the community here that well (at all).

thanks for your response.

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Avalon
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Re: Project Recruiting: Top Down Action Shooter

Post by Avalon » Sun Feb 07, 2010 1:18 am

Contact Avapi, PC/PS3/PSP developers of doom - they'll develop anything that takes their fancy.

By their fancy, I mean what I tell my team to develop... so really, my fancy. So yeah, drop me an email (ryan at avapi dot eu). :)

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Avalon
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Re: Project Recruiting: Top Down Action Shooter

Post by Avalon » Sun Feb 07, 2010 1:22 am

profits will be split equally amongst all involved.
Also, that's a bad idea. Do it based upon contribution, otherwise the guy who designed a single vector graphic, will get paid as much as the guy who designed twenty vector graphics. ;)

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Lanidrak
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Re: Project Recruiting: Top Down Action Shooter

Post by Lanidrak » Sun Feb 07, 2010 2:04 am

Avalon wrote:
profits will be split equally amongst all involved.
Also, that's a bad idea. Do it based upon contribution, otherwise the guy who designed a single vector graphic, will get paid as much as the guy who designed twenty vector graphics. ;)
I thought that was pretty straightforward :) - of course, if you create a fancy looking title/loading screen and nothing else, you can receive as much credits and kudos as you like... but as for cold hard cash, find a job center :)
Avalon wrote:Contact Avapi, PC/PS3/PSP developers of doom - they'll develop anything that takes their fancy.
Avalon wrote:By their fancy, I mean what I tell my team to develop... so really, my fancy. So yeah, drop me an email (ryan at avapi dot eu). :)
Thanks, I'll drop you an email. Hope to discuss this further with you sometime soon!

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Virox
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Re: Project Recruiting: Top Down Action Shooter

Post by Virox » Sun Feb 07, 2010 1:38 pm

Hey,

Sound good, I hope I can expect your first progresses soon.
Good luck with the project!

Virox

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Lanidrak
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Re: Project Recruiting: Top Down Action Shooter

Post by Lanidrak » Sun Feb 07, 2010 1:49 pm

Thanks Virox, me too :)

I've heard nothing back from Avapi, yet. So I'm still very much at square one!

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Avalon
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Re: Project Recruiting: Top Down Action Shooter

Post by Avalon » Sun Feb 07, 2010 2:03 pm

Lanidrak wrote:Thanks Virox, me too :)

I've heard nothing back from Avapi, yet. So I'm still very much at square one!
It's a Sunday, I generally relax on a Sunday.

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Lanidrak
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Re: Project Recruiting: Top Down Action Shooter

Post by Lanidrak » Sun Feb 07, 2010 2:11 pm

Avalon wrote:
Lanidrak wrote:Thanks Virox, me too :)

I've heard nothing back from Avapi, yet. So I'm still very much at square one!
It's a Sunday, I generally relax on a Sunday.
Fair enough :) I guess my patience could use a little practice. Happy Sunday :), hope you had a good weekend.

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