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April 3, 2012 at 8:53 pm #8407
Comedy War Game
Ok im a 3D Modeller and have been working on this concept for the past 3yrs. During this time ive created over a 100 models on a game which i wanted to create for sometime. Unfortunately, im only a modeller and not a programmer, all models are created but i need parnership with programmer or programmers. I created my models in sketchup so sketchup is compulsary to this task. Also the use of either UDK or Unity 3D and experience importing models from Sketchup to these game engines is essential.
Im hoping to have this game developed on IOS and Android applications and also looking to tie it in as a social network game, so experience is essential in programming. Im looking for a maximum of 3 programmers to work on in this project, i have added some examples of the models for this game but bare in mind there are many more created with the concept you see here in the pics
APC Respawn Point
A comedy shooter is the best way to describe the game on offer. I have created models for other developers over the years and like all of us we all have our own idea, so heres mine, and its ready for futher development.
Possible Playable view
Excuse the render quality of this screen shot, it’s of a Possible Playable view.
But how this game is played is open for discussion, all ideas will be taken on board. I only create the models for games but programming is not my field so much help is needed to get this project up and running.
Map creation is also not a problem, here you can see a small section of an Afgan style street, I have created many buildings and so on for this game and can create many more for differant types of enviroments on demand, again all up for discussion. I dont consider myself a lead in the development as i believe all those who work on this project all have an equal say in the development, i look forward to working with a team on this but i must again insist that you be experienced in sketchup, Unity 3D or UDK, i would also insist on seeing some of your work with a working prototype of a game you have worked on or developed yourself, thank you.
April 4, 2012 at 8:44 am #48310
I like the theme and it looks like a potentially fun concept for a game.
I’m an experienced games programmer looking for a few projects to work on right now with others. I’d be willing to help get a prototype together for you.
A few questions:
How serious are you about this?
Are you based in Ireland?
Do you have a design document?
Is there any particular reason you are insisting on using UDK or Unity?
Do your models animate already?
What kind of compensation is available for my time?
April 4, 2012 at 9:51 am #48311
You should contact the Irish unity developers group. There are many programmers that would be eager to work with you.
looks nice, good luck with the project.
April 4, 2012 at 10:15 am #48312
April 4, 2012 at 10:25 am #48313
Thanks David, ill look into this, as this is my first time trying to get a game developd instead of just making models for other development im new this process and advice is more than welcome, its a learning curve for me also, so much help is needed, thank you
April 4, 2012 at 10:46 am #48314
Thanks for the reply. I’ll send you a PM later.
April 4, 2012 at 11:08 am #48315
Heres some more screen shots of models created for this game concept, again i do have many more models but need to render images, will post them up soon.
April 4, 2012 at 11:49 am #48316
So, lots of models but no game?
Have you not thought about what sort of game it could be over these 3 years? Written a few ideas or plans? Tried out Unity yourself to prototype elements? It seems to me that you just have a lot of models and you want someone to come make a game for you….well, not even that as you don’t have the game design.
It’s a bit of the ‘horse before the cart’ no?
Also…sketch-up only? I’d ditched that requirement if I was you.
April 4, 2012 at 12:09 pm #48317
Ok critisim is welcome, but games cant be made without models, im an experienced modeller and thats what i do, many models means many possiblilites, iv put alot of work into this over the past 3yrs and yes iv taught of many ways this concept can be played, but its open to discussion to those who work on this project, like i said im not considering myself a team leader, how its played is how the team thinks the best method for this game, models dont create themselfs, iv created models for programmers in the past on request, whats wrong looking for programmers to develop my concept? i welcome critism but not remarks like saying im looking for others to create the game for me, iv done alot of work on this so far and modellers are also a vital part of game development too, bare that in mind kyotokid, my creations are created in sketchup, it is essential to have experience in sketchup to apply the models to other programs, I like critism but not insults, Gamedevelopers.ie is for friendly advice and help, opertunites to create jobs, thats my mandate, thank you
"You cant ride a horse and cart with out experience"
April 4, 2012 at 12:26 pm #48318
@iichiversii – I think what kyotokid is saying is you need to flesh out the concept a bit more. That is what I was going to say too. I’m on a mobile right now so can’t type a big reply. I’ll explain what I mean when I get in front of the laptop again.
Try to describe the game in one scentence or four bullet points. See if you can write just one paragraph about what you’d like in a prototype of a game based on your concept art.
You need to recognize that the lack of game design not programmers is the weakness with the concept right now.
Build this methodically, try not to rush in all guns blazing.
April 4, 2012 at 12:54 pm #48319
I didnt like the way kyotokid worded the post, ideas have being implied but like i said how its played is open to discussion.
What your looking for is a quick discription of the game i think.
Ok its a wargame with humour added, more or less a comedy version of COD, Battlefield and so on, my idea for how the game is played is just an idea and not sure it is possiable, this is why i need to discuss this with those experienced in programming etc,
I was looking to have it emplied on IOS and Android with a 3rd person view, but also an isometric version on the social networks, facebook and so on, but both versions are tied to eachother, so what happens on social networks and IOS and Android formats effect eachother, best way to describe it is a wargame you can play at home on PCs stratigicly and on the go (mobile devices) tactically, its a big picture and full of many possiblities, no story line but not over ruled, this could be implied.
Im introducing the concept with all models, this is a learning curve for me, i only created models for other developers in the past, now im trying to offer what concept i have, its an idea, its new, and this is why im looking to put a team together, what kyotokid said could of being worded differently, also the pics you see are fully created 3D models, can be viewed from all angles, i dont have much up about the game because i dont want to be shooting myself in the foot, its at pre production stage and help is needed to progress it futher, i hope that puts it in a nut shell for ye and im open for questions, opinions and a little critism, lol
April 4, 2012 at 1:12 pm #48320
Ok i didnt explain it to the best there
Put it this way
imagine your on facebook using your PC playing an isometric wargame, your the commander, but you only see the big picture of the battle field, like all stragity games you point and click, click on the tactical section, or tanks or call in air strikes
Ios + Android
Now imagine your mates are on their Mobile devices playing a 3rd person wargame, 1 mate is a solider, 1 is driving a tank, another flying an jetfighter, these are the people your clicking at on facebook to attack areas, bomb locations and so on.
So instead of clicking on AI sections your cordinating a realtime battle where as commander on social network your relying on others to follow your commands, and as a player on your mobile device your relying on your commander to lead you in the right direction.
Best way i can describe my intention for this, hope you understand my concept, also note the battles are not just tied to landbased battles, iv aircraft carriers where as commander is a battleship commander, sea based battles, landbased battles and even subsurface battles (submarine commanders) large picture here, enemy forces are not just the Afgan type iv posted a picture of, aliens, terriosts, other battle groups and so on, im open for ideas and opinions, PM or post on the topic :D
April 4, 2012 at 1:29 pm #48321
@ichi -ok that is cool you’ve got an ambitious idea there, nothing wrong with that.
I’d listen to kyotokid – He knows what he is talking about :)! Remember forums and e-mail can sometimes make people’s words sound harsher than they really are.
What you need to do now is while being aware of ypur ambitions, put them on the back burner for now. You need to build a prototype first and see if this works.
You need to think about these instead:
What is the core concept?
What makes my game fun?
What makes this game a great game? We can all make good games, why is this one great?
What makes this game different?
Try and think more about a prototype version on a reduced scale to see if this is worth persuing.
To me your concept looks more xbla rather than mobile. It could work on mobile still though.
April 4, 2012 at 1:44 pm #48322
Yes i taught it would be over ambitious and agree a small scaled version is needed, building a prototype isnt my field tho to speak, this is why i need help, having the models and the idea wont get me anywhere without experienced programmers, or experienced game deveopers, its alot for just 1 man, is it possible to find help in developing a prototype, iv tried my hand on Unity and UDK but my understanding isnt the best with these game engines to even start a prototype, iv even purchased Game maker but could make no sense of it, i know im taking a huge step up from creating models for games to actually making a game from models iv created and developing it to a playable demo, this i admit i cant do on my own
April 4, 2012 at 2:27 pm #48323
What you have here is concept art. You’d need to get the characters ready for rigging. Try using Anim8or to get something quickly together.
Would you be interested in developing a prototype?
Could you spend an entire week building a prototype with an engineer and designer? One usually knows after a week if there is anything in a concept. You are going to need to flesh out the design a bit more first though before a prototype is attempted.
If you can think of a gameplay scenario you’d like to prototype I’d be happy to help for a week.
I’m happy to help make a basic prototype if you are willing to spend a whole week worth of work hours at it.
April 4, 2012 at 6:17 pm #48325
Ok critisim is welcome, but games cant be made without models[/quote:ef4acbc3c1]
well, yes they can. A game can be made out of only boxes and be fun. You’re approaching this a bit strangely…art first, game later.
I didn’t see any criticisms, perhaps I was blunt because I was in work and I cant devote time and cant be arsed sugar coating. I just think you are not prepared so…my advice would be to read as much as you can on forums and books about game development. Gamasutra, Unity Forums, game design blogs
These are questions you should ask…I gather its an FPS? Is it for mobile (so touch screen)? How does it control? What existing games does it compare to.
Research more. Research how games are made. Yep Unity is hard, but Unity even comes with an FPS demo project! Tear it apart, learn how it works, spend 3 months or however long it takes to understand it. Get your models into the engine (not hard to do…even I can do that). Play around with the settings at least
It will show other people that you have gone outside your comfort zone (modelling) and are will to put in hard work, because that’s what you’ll asking them to do; A shed load of work (for free?). Your up against people who have specc’ed out and planned their games. So if a programmer decides he has spare time to help make a game and he\she has a choice between projects which one will they be more inclined to choose.
Join a MOD team, get some experience, see how each discipline and components interact. See how games come together.
I’ll be leaving this thread alone now, I’ve got things to be cracking on with, so good luck, and have fun :)
April 4, 2012 at 6:36 pm #48326
Hold on a second, i only posted this up last nite, i prompt at the end of each post i look forward to your questions, simply ask and ill give you the answers, i dont know what your problem is but back off and stop trying to put my concept down, iv worked hard on many other projects with different models, iv done 3yrs building models for this concept and your giving me grief because im asking for help in programming, trying to make out im looking for others to do the hard work when the models have being created already, by me, if your not interested and having a bad day at work dont bother me, is this site not for help and advice on projects, putting teams together, because what your doing is the opposite, and no its not an FPS, i explained my intention for the concept, i have right ups, ideas etc.. for this concept, just ask, i feel like im being pushed around by the school bully here, cheers kyotokid.
amethyst cheers for your advice and feedback, you have being very helpful by far, thank you.
April 4, 2012 at 6:44 pm #48327
ok everyone is only trying to help and people here have all levels of experience.
No-one is trying to dish your concept, I think people are just trying to point out things to consider before it can become a game.
sounds like you have offers of help and maybe you can work through some of these questions with those people.
we look forward to hearing about your progress.
April 4, 2012 at 9:34 pm #48328
Hope this gives a better understanding for the IOS and Android version
April 4, 2012 at 10:25 pm #48329
April 4, 2012 at 10:30 pm #48330
Ok iv done much reserch today on certain topics braught up on my concept idea, i relise now where i need to put more work in on the game itself, ill work on the game dev document for the week and come up with a better discription and understanding of the game concept, ill leave you with the image above for the IOS +Android version, im sure the screen icons are self explainatory but if there are issues with it please let me know and ill work on changing it, ill also explain in depth the workings of the game and so on all with diagrams like the above pic, thank you.
April 4, 2012 at 10:38 pm #48331
Your art work is brilliant and HUD is very nice and doesn’t clutter the screen too much, but virtual analog stick/d-pads and buttons on a touch screen are horrible, there is no tactile feedback that you have pressed the button, the only feedback the player gets is that they have touched the glass of the screen, this is why games like Canabalt work, because you can touch anywhere on the screen and it registers as a button press and you can feel in your finger that you have made contact.
If possible try to think of a control system that doesn’t involve virtual controls, obviously the more actions the player can do the more complicated this gets. I highly recommend checking out these slide from Zach Gages talk at GDC this year about putting tactilty back in touch controls
April 5, 2012 at 6:57 am #48334
virtual analog stick/d-pads and buttons on a touch screen are horrible[/quote:e0238340b6]
Totally agree with this, it is very good advice. You’ve a touch screen, don’t restrict yourself. I don’t see why you’d need the virtual analog sticks at all from that screen shot.
What I see from your screenshots is a rail shooter moving from cover to cover like gears of war.
How about this as a scheme for the screen shot you have given. Trying to keep things very simple and intutitive is very important. If someone can’t pick up the phone and play your game without knowing anything about it then your control system is not working.
* Cover based shooter, moving from cover to cover like GOW.
* Double tap to move to next cover waypoint (highlighted with green spinning arrows above possible move to locations, can have multiple waypoints available.
* You could have a supressive fire system here – If you try to move waypoints without clearing an enemy positions or getting suppressive fire to cover you some sort of negative thing happens.
I’m going to have to start charging soon ;)…
April 5, 2012 at 7:25 am #48335
@ichi – One thing you should learn is not to get too precious about your code, art or design documents. I learnt that too.
No one here is trying to beat you down, we are trying to help you by advising you how to get closer to realizing your concept as a real game. I’m sorry if you feel insulted by me calling it a "concept", but this is all you’ve got so far.
People who have done this for a living are giving you free advice here, try to be aware of that.
Remember that sometimes what people write online can seem harsher than it really is.
Here are some good resources on what youy need to do next (Which is write a design document):
April 5, 2012 at 7:55 am #48336
April 5, 2012 at 8:35 am #48337
brilliant feedback and advice, thanks for this, ill start workin on this design document as soon as, hopefully have it done in the next few weeks, i understand now what you meant by running in with guns blazing, as im new to this its all a learning curve, i must admit i didnt do my research, i was too used to making models for other developers and they did their programming thing and that was it, i understand now the work i need to put in, cheers for your help
April 6, 2012 at 12:45 am #48345
April 6, 2012 at 8:04 am #48346
Personally I think you should maybe try a perspective view combined with a RTS system for the gameplay. A bit like Cannon Fodder. I think it would really suit your graphical style and intended operating systems.
April 6, 2012 at 11:49 am #48348
ah yes i taught about the isometric view for gameplay but i found there are far too many simular games out there at present, but i always would consider it for a social network version if there were a series of this game concept, i wanted to try and make it different and something new, like a cross between "Major Mayham" and "frontlines commando", both humorous games, but isometric gameplay is a huge possibility, would like to hear more on this, should i go "isometric" or "cover based shooter" ???
April 6, 2012 at 2:34 pm #48350
You can do cover based from an isometric or top down view as well.
I only suggested because touch screens would suit an RTS like control system better.
April 6, 2012 at 2:55 pm #48351
im in no douth that it could be done with isometric, its just the feel im looking for in this concept is to make the player feel he/she is on the battlefield, action based but scripted, aim, fire, move to waypoint and repeat, a fast action scripted game which doubles as a how do i say, amm, kinda movie experience if you get my meaning, like the side scrolling "major mayham" game but for this concept you move forward waypoint to waypoint instead of side scrolling
April 6, 2012 at 3:18 pm #48352
So you don’t control movement other than firing and taking cover?
April 6, 2012 at 3:30 pm #48353
Exactly, you move to the next waypoint once its safe to do so, in some cases you can move between more than 1 waypoint to stop flanking units, hard to explain but i will show more screen shots explaining everything, im sure it sounds dull but wen i explain it futher with diagrams and design document im sure you agree
April 6, 2012 at 3:36 pm #48354
I understand it completely. Ghost Recon Future Soldier will incorporate something similar to this into it’s game. Of course it will have the option to free roam as well.
It’s a good concept and it really could work. Pacing and boss battles will be the key though.
April 6, 2012 at 3:50 pm #48355
Boss battles is a good example where more than 1waypoint are needed, so you like the idea then.
April 6, 2012 at 3:53 pm #48356
Yeah but it will need to be expanded greatly and play testing extensively to get it right.
It is a good idea, you just need to flesh it out.
April 6, 2012 at 3:58 pm #48357
cheers, ill get working on this fleshing out stuff, :D
April 6, 2012 at 10:19 pm #48360
*I kept onto the left analog stick for the aiming controls as i wasnt sure how else to do an aiming control, once touch is removed from analog stick the shooter takes better cover behind the obsticle and doubles as a reload, much like the time crisis feature.[/quote:68c1941ab7]
You have a touch screen, why aren’t you using it? Putting in the virtual analog stick you are restricts control options already. You need to explore all potential contol options here – analog sticks on a mobile are not a usually a good option.
Why are you trying to make console controls on a phone? If you want console style controls then make a console game. What if someone who is used to a touch screen but had never played a console shooter downloads this? Will they figure it out easily? The mobile space is much more than core gamers – so don’t target just the core gamers.
Think about how you could have a similar system without the d-pad – you don’t have to make it as easy as tapping where you want to shoot. I can think of some things I would try instead of a d-pad – they might not work and you might end up back with the d-pad, but you should try thrm all – that is whatr prototyping is all about.
Have you seen how Zombie Gunship aims and fires? That might be one way to do it, although I can think of several improvements that could be made to that system itself.
April 6, 2012 at 11:05 pm #48361
i knew that was coming, ok i had too other options,
*1st option was to use the characters head like a puppet but the more i taught about it the more confusing it would be for the player, as you would be moving the head in the opposite direction you wanted the cursor to go, and it would restrict the shooter on screen to stay on the left at all times, so that ruled that option out,
*2nd was exactly like the zombie gunship as you mentioned, swipe in the direction you want the cursor to go but if you look at the screen shot you will notice the outer circle, when this circle comes into contact with enemy i wanted the screen to zoom in slightly for that pinpoint shot,wasnt sure if it would suit the swipe to direction, but if i were to drop the virtual analog stick id go with this option, what do you think? And out of interest what control system would you recommend yourself? Im always open to suggestions on this.
April 7, 2012 at 6:57 am #48362
Here is what I would try
You have the crosshair always visible on the screen. You aim by touching the crosshair and dragging it to where you want to aim. Double tap (Bad pun) the crosshair to shoot.
If the crosshair is does not have a finger on it for more than 0.5 seconds (for example) the crosshair will always start to drift back to the center of the screen. This is to make aiming a challenge. When the crosshair is drifting you return to cover and reload or maybe recover hit points.
So you can keep your finger on the crosshair to aim really accurately, but you can’t reload or recover hit points while aiming – Adding a bit of skill in terms of timing etc.
This may need to be tweaked a little (or a lot) before it works, it may not work at all. This is what prototyping is about, trying things and seeing if they work or not. If they don’t work take a step back or try something else.
Your controls suggestions are not necessarily bad, but virtual d-pads are generally not a great idea on mobile games. You are trying to innovate here and build something new. Virtual d-pads are not innovation but adaptation.
April 7, 2012 at 7:44 am #48363
I wanted to stay away from obscuring the main part of the screen with your thumb and fingers by dragging the cursor, there is a whole lot of space to the left side of the screen not being used, i would rather the swipe in direction method than moving the cursor by touching it, is there any other methods which may be applied that you think would work better?
April 7, 2012 at 8:08 am #48364
@ichi – anything I’m saying here is just a suggestion. Try everything write down everything, even if it sounds stupid!
I’ll think you find it doesn’t obsurce things too much. You only need one finger.
Imagine playing this on a bus or train on the way to work, what will work there?
April 7, 2012 at 8:15 am #48365
So what your suggesting is that i should make up a few different control systems?
April 7, 2012 at 2:22 pm #48366
Come up with some ideas. Try them all, see what works best :)!
April 7, 2012 at 7:03 pm #48367
I think ill go with the swipe in direction function and remove the analog stick, touching the main part of the screen to me takes away the experience of aiming for the player and obscuring the enemy with your fingertips is not what I would like in a game, I will look at other options tho, and I’m still open to any other suggestions
June 2, 2012 at 8:43 pm #48584
Ok taught i should update this, being working hard on this concept lately in da last few weeks, a lot had to be done, the characters had a major facelift and redone, they have also being rigged for animation and gameplay, also the game design document is nearly done, serious amount of taught has gone into this and a tremendous amount of research into mobile gaming.
The game is still aimed at the IOS market, models have being created using sketchup, which is now owned by Trimble and not google now, the workflow is sketchup+lightup+Unity3D, iv based the game around the app blaster where 5 million units have being sold world wide, also may I add only 4-5 games have being created for this product and 1 app sold 3 million copy’s to date, so huge market opertunities, quick disceiption, it’s a full all out action 3rd person shooter, cover to cover game, the game doesn’t give you the ability to roam around but puts you the player into a cover position and you can suck from fire (reload) , and fire moving the device in the direction of fire, it’s best suited with the appblaster bit will have the option to play without the product also, nearly finished the map for prototype, and believe me it’s all out action, also will have some screenshots (concept screens) in the coming wk.
Still looking for a programmer for help on this with experience in unity, a lot of the work will be done by me, a friend of mine is working in a 4level tactical shooter in cryengine also who iv being doing some models for, he’s as is on here since last wk and we have being having fantastic results with models iv created employed into cryengine, so of you have experience in both all the better, will keep ye all up to date on the game development soon
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