Hello ,
I have decided to start the development of a game using the Sauerbraten Engine (Cube 2) . This is an open source engine, meaning that you won't need to buy anything to play the game , it will be stand alone.
I won't ask you to work if there is no alpha version ready . I just want to know if you are ready to start working once I have something cool done. I need to start "advertising" now if I want a chance to get people by the time the coding part of the project will be done.
This game will be a "port" of the Parasite Gamemode.
This game , inspirated by John Carpenter's movie "The Thing" and by the "The Ship" game , is multiplayer only (The gameplay of this game is so deep that it's not possible to create an AI) .
You play either as an human , or as an alien that can take an human apparence. As human , your aim is to survive and accomplish "missions" while trying not to get infected . The aliens have to infect all humans and make sure they dont find out who is alien.
If you want to read the thread about the garrysmod gamemode , here it is :
Facepunch.com
This game will takes the best ideas from the different version of Parasite gamemode , such as :
- Needs.
- Roles (robot , captain etc).
- Infinite ammos.
- Sounds.
- Paralysis.
- Jail.
More about the engine :
Pros :
-Pretty good graphics (better than source in my opinion).
-The possibility to edit maps directly in game and in multiplayer (quick map creation).
-Free , even for comercial use.
-Relatively easy to mod.
Cons :
-The engine , by default , isn't very good at preventing cheats. I guess it won't be a problem until the game becomes popular. Then , it will still be possible to modify it (it has already been done before) .
-The engine doesn't have doors working in multiplayer , but I'll probably change that.
-It doesn't have VOIP.
Features :
Someone wrote:* 6 directional heightfield in octree world structure allowing for instant easy in-game geometry editing (even in multiplayer, coop edit).
* Rendering engine optimized for high geometry throughput, supporting hardware occlusion culling and software precomputed conservative PVS with occluder fusion.
* Lightmap based lighting with accurate shadows from everything including mapmodels, smooth lighting for faceted geometry, and fast compiles. Soft shadowmap based shadows for dynamic entities.
* Pixel and vertex shader support, each model and world texture can have its own shader assigned. Supports normal and parallax mapping, specular and dynamic lighting with bloom and glow, environment-mapped and planar reflections/refractions, and post-process effects.
* Robust physics written specifically for this world structure.
* Loading of md2/md3/md5/obj models for skeletal and vertex animated characters, weapons, items, and world objects. Supports animation blending, procedural pitch animation, and ragdoll physics for skeletally-animated characters.
* Network library designed for high speed games, client/server network system.
* Small but complete configuration/scripting language.
* Simple stereo positional sound system.
* Particle engine, supporting text particles, volumetric explosions, soft particles, and decals.
* 3d menu/gui system, for in-world representation of choices. repr
Sauerbraten.org
I have started to browse the sources of the engines , to see if I will manage to mod it effectively. It seems that I will. I have started to implement the hud , and simples messages between server and clients (You don't need much more to create a game).
This is an early screenshot of the game on a vanilla Sauerbraten map :

So I'm Going to do all the coding part , and possibly a bit of the mapping part , just as I did for the first version of Parasite gamemode.
But a stand-alone game with no custom models / sounds / textures would suck. Also , the game needs a master server , and test servers.
So , I'm recruiting :
Needed :
-> Someone able to host the master server - not urgent but one will be needed if the game is released.
-> Someone able to host a dedicated server - I don't have the possibility to host right now
Important :
-> Weapon modeler - 3 or 4 weapon models are needed
-> Character modeler - at least 3 models are needed
-> Texture artist - to get rid of vanilla testures
-> Sound artist - to get rid of vanilla sounds , and because sounds are very important in this game , gameplay wise
-> Webmaster / webdesigner - we need a site / forum
-> Mapper - just to have more than one map at release :p
Appreciated :
-> Tester - real testing , it wont be playing
So PM me if you are interested. In theses kind of projects , the motivation is proportional to the number of persons interested. I'll probably seek for volunteers in other forum such as moddb , because I really want this game to have custom models.
The project has not really started yet , I want to see if it's possible to gather a team first.
I work relatively fast , so the deadline for a first playable version would be by the end of 2010. But it might aswell be ready in 2009.
My TIMEZONE is PARIS (important to notice for test sessions).
Edited by: Zirty