http://mods.moddb.com/3796/
Gargoyle Quake is a Darkplaces Q1 based mod (stand alone game maybe, but then i'll have to think of a new name) where every player is, of course: a gargoyle. Gargoyles are deadly menacing flying creatures here, not water spouts and statues.
Currently the project is going under a revival with new gameplay, same glitz. There'll be "normal" play, "elemental" play (as in, binding yourself to an element with special elemental crests or so for different attacks) and "classed-based" play where players can pick between two visually different teams (Gargoyles, and Demons) and fight it off CTF style. The new design document is in progress and is in early stages. It is also probably going to be a merging or so with
a similar, but dead mod for q3a.
With the two teams (Gargoyles and Demons), you could get away with doing a demon if gargoyles aren't your thing. All gargoyles and demons are "bare" in the sense of having no clothing or hair, so if you want any "cover" or so, have tattoos. Jewelry works too, but not in an excessive amount :P
Melee weapons are uncertain, but there is at least going to be claws. ;P
Oh, and not only concept is required but a model sheet too, so I could model it with it's proper porportion and features, n' stuff. I'm a modeler, skinner and the coder and leader for the project. :P Nudity is optional (yes, male nudity on a mythical creature, but that's up to you though, i'm not making you or stopping you, though i prefer nudity anyways (kinda sick of gargoyle castration))
The reason why i'm requesting this, is because Neros and Warby (my previous concept artists) no longer have free time to draw or work, leaving me with no concept artist on my side, bringing me down here beggin' for help ;P
For personal communication, contact me by MSN (recommended, addy: cheapalert AT planetquake DAWT com), my gmail (cheapalert AT gmail DAWT com) or on
this forum.
The current gallery can be seen
here. It's mostly ol' Quakeguy jumping around for at least the bot/weapon/fx/engine functionality. No garg is ingame yet, but will be, and hopefully i'll stick quakeguy in there for some interesting garg vs. human battles.
Thanks, and good luck!
Replies
I'm a coder, only a QuakeC coder though. Never experienced with anything else but some Tribes script and HL1 code.
(And I don't wanna jump into the newer engines' code because OO is shit imo)
*smack*. That's called "closing the gap between problem space and solution space". Games involve lotsa objects (entities) so OOP is the best approach to that. As someone who started out with QBASIC I have often wished for OOP support in that language (should've seen the code I produced for my shmup...).
Besides, the admin on my former school learned programming from QuakeC, one day he realized that there's no big difference between QC and C and that he basically could code already. Nowadays he's writing his own applications in languages like Perl for whatever the server might need.
Anyway , i thought i would ask , as i just cant find anyone to help me out .. at least you can code and make models
i dont sell the idea very well .... if you want to chat about ideas im on msn on thermidor_2002 at hotma1L dot com
Besides, i'm the one who's in need here :P
KDR - I already can code in C. CheapHack was C and I hated OOP since I messed with Half-Life, was a brutal mess compared to what I did back in QuakeC.
UnrealScript by itself is easy, understanding what does what through seven layers of inheritance is not... The Doom 3 SDK is definitely more readable.
I still have this
if you want it.
Ps : wasnt Makaimura Gaiden a garg game?
Shooting for around 1900 - 2300 tris as a standard.
We're not going to be a Quake mod anymore, but a stand-alone game (same engine however). Some media (which some may be familiar) is put up here:
http://mods.moddb.com/gallery/4793/
Still looking for some, thx
(oh btw, i can't change the first post because maximum edit time expired on that post)