Project name:
Archon 2160
Brief description:
A combination of tactical boardgame and fastpaced 1 or 2-player action taking the inspiration from the classic Archon (1983, C64)
Target aim:
Freeware ATM
Compensation:
No compensation.
Technology:
Platform: Windows
Programming tools: C++, Blitz
Graphic Engine: Irrlicht Engine
3D-formats: 3ds & bsp
Talent needed:
Concept artist: 1 position
3D artist: 2 positions
2D artist: 1 positions
Team structure:
We are a fraction of 2 people than former worked together in a greater team. Then we developed Factor2, which was a great project. At Factor2 I was working as the Lead Graphical Designer but this time I will focus more on the programming part and just help out the LGD when necessary. Samuel will also work as a programmer focusing the netcode. We work very tight with great and lots of communication over the net.
Contacts:
Andreas Jirenius
ajirenius@hotmail.comAdditional Info:
I choose to add the first pages of our design document for you to get a hinch of what we are talking about here.
OVERALL GAMEIDEA
*removed*
In the end, this game will be a 2-player game available (and preferable played) over internet or LAN. It can be played on one computer but in a special gamemode discussed later on. The players will choose side (good & evil ) and then place their units on the square and checkered board. They will be placed on the two first rows closest to the player (just as a chess game). The positions of the units will have crucial and tactical elements. Now when the game starts you are not able to see what kind of unit your enemy has placed on a specific square as it is hidden for you but you can see your own units clearly. Now in turns you move the units on the board. They have different moveabilities but you can choose not to use up all steps of a unit (for tacical purposes not to reveal what kind of unit you are moving). Whenever two units wind up on the same square the units are revealed for both players and a battle will take place (using the arena that the square is representing).
The 2 units are placed on seperate corners and now a fastpaced actiongame is deciding who will win the square. All units will have different types of weapons, special abilities, speed, moving functions, energy, shield and so on so it ALL units will be strong against certain units but weak against others. Also mastering several different units and gameplays will give you a huge advantage on the battlefield. Also some arenas are great for some units but a total disaster for others.
After one units energy reaches zero it is destroyed and the other will now come back to the square and be concealed for the opponent once again. Still the units energy will stay the same as it was when it left the arena (in other words damaged units will stay damaged).
The whole game ends if a player manages to destroy all enemy units on the board OR if he/she succeeds in taking and defending (keeping one unit on) the 4 important hotspots on the board. When the winner is crowned it will be registered at a central ranking server giving statistics over earlier games played. The rankingserver will also act as a lobby where people can find each other for a game and check whos the hottest player out there.
TECHNICAL DATA
Platform: Windows
Graphics Engine: Irrlicht Engine
Programming language: BlitzMax
We have discussed the programming language back and fourth but ended up using Blitz. The game we are to make will NOT be very demanding on the system as it will always focus only 2 units fighting each other on an open area with lots of clean areas. There is no point in putting in much more time into optimizing graphicengine in C++ if we still can do it in Blitz and make it run smoothly on a lowend computer. Blitz has also great functionality to support the Irrlicht Engine. This is still not final (well nothing in this document are) and can be discussed within the team.
3Dformats: 3ds, bsp
2Dformats: bmp
GRAPHICS - OVERVIEW
The visuals needed for the game are not really overwhelming as this is a mediumsized game. Most work will be focused on the actual units, the arenas and the special effects but of course there are a lot more that needs to be done to make a topnotch and enjoyable game. Both in Boardview and Battleview the camera will be placed over the arena about 70° above ground. This should be taken in consideration when putting details on units. The camera will also zoom in some when units are closer to each other.
Conceptart
The conceptart are very important in the initial stage of visual design as it will provide the correct atmosphere and feeling of the game. It is especially important that these can be used by the 3D modellers when designing the units and the arenas. When drawing the units you can of course draw the unit in action but to be in good use for the modellers we also need the unit in at least 2 different 2d perspectives (eg Front and Left Side)
UNITS: 12 individual models (6 for each side)
ARENAS: 4 different arena themes
3D-modelling and texturing
We will use the *.3ds format but if needed we can discuss this.
Arenas will be using the Quake3 format *.bsp or a plain *.3ds format whatever suits the modeller.
UNITS: 12 individual models (6 for each side)
ARENAS: 4 different arenas + placeable 3d-objects (walls, electric fields, etc)
BOARDSCENE: Scene with a checkered board.
2D-art
All 2D-art must be delivered in *.bmp format (unless told otherwise) and will later on be converted if needed.
Textures for all models
Gametitle (must be published in several formats, sizes and themes)
Titlescreen
HUD: Energybar, Frame
FX-art: Particlemaps, Explosions, Fire, Glows.
Different cursors and sights.
*sorry about the collapsed formatting*
if interested contact me, information is found above.