We're a group of people with a common goal, to make a fun game. We've secured a next generation engine (
Reality Engine) and have been developing our title for the last several months. We're looking for volunteers, like ourselves, that are looking to develop a fun game. Either it be for a mesh or for the long run, any help is welcome help.
Eternal War: Nightmares:
'Nightmares' is primarily a first person action/adventure that brings together the universal concept of good versus evil in an expanding story arc. The story opens after Kaleb Silvermanes botched suicide lands him in the hospital. Three messengers are sent to council him, to unravel a pain-filled past...before it becomes a dark future.
Screenshots and In-Development Work:
In-Game:
Old Shot 1Old Shot 2RipperRipper 2Old Shot 3Old Shot 4Health OrbConcept Art and In-Editor Models:
Weapons:
*Ripper*Retribution*CrossbowRattler*Sword 1*Harvester arm*Spore GrenadesSpin Blade*Shield 1*Sword 2*WyrmBaneCTF FlagMetaBow
Characters:
Rideable Eagle*Light Armour Angel*Cutie Angel*Heavy Armour AngelWarped AngelDemon Heavy*Demon LightTenebMepthHorror*Harvest 1*Harvest 2*Harvest ConceptHarvest DemonNecroPassive DwellerItems:Armour ShardSpots Open:
+) 3d Enviromental Artist
+) 3d Character Artist
+) 3d Animator (Characters, Prefabs, Weapons)
+) 2d Texture Artist
Model Information:
Model format: *.X or *.OBJ
Character polycount: 10k (max)
Weapon polycount: 5k (max)
Prefab polycount: 10k (max)
Texture information: four 1024x1024 (max) (bmp/tga)
Fancy Jazz: Bump/Normal/Paralax, Alpha, Per Pixel Lighting and Shading (PS3.0, PS2.X, PS2.0 and PS1.1), PRT, Occlusion Culling, HDR, Motion Blur, Light Blooms, Volumetric Lighting, etc.
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Are you providing the team members with a build of the game engine so they can test their models?
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+) Yes. They'll get the model/level editor (which does it in real time) and also the launch executable (for play testing).
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What are you working on right now?
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Right now we're focused on the multiplayer aspect of the game. DM, TDM, CTF, Co-op and a few others.
Contact:
Feel free to get in touch with us:
mack@xrucifix.com
Replies
Thanks for everyone who's applied, there's still some concepts left that haven't been taken so anyone who's interested drop me an email!
Enviromental work to come in the next batch. There's still some concepts left that haven't been taken so anyone who's interested drop me an email!
Demon Base Entrance
Demon Base First Floor
which concepts are left?
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Weapons:
Retribution
Rattler
Harvester arm
Spore Grenades
WyrmBane
MetaBow
Characters:
Light Armour Angel
Demon Heavy
Teneb
Mepth
Horror
Harvest Demon
Necro
Passive Dweller
Jumpy Dweller
Items:
Armour Shard
Demon Base Second Floor
Angel Base Exterior
Angel Base Interior 1
Angel Base Garden
Angel Base Interior 2
Eagles Nest
If you're interested in helping us do a basic rough of the map feel free to contact me.
Weapons:
Rattler
Sword 1
Harvester arm
Spore Grenades
Spin Blade
Sword 2
WyrmBane
CTF Flag
Characters:
Rideable Eagle
Heavy Armour Angel
Demon Heavy
Harvest Demon
Necro
Passive Dweller
Jumpy Dweller
Items:
Armour Shard
Environmental:
Any piece from the environment concepts
Drop me an email (mack@xrucifix.com) if you have any questions or the like.
does your engine support glow maps?
Added your dibs for the Armour Shard fatlady, I look forward to seeing your handiwork on it.
Glow maps is a feature we'd like to add into the engine, currently it doesn't support it.
and since it seems the spin blade is a goldlike material, and gold is a tricky metal to reproduce, does your engine support selecting a diffuse color for the diffuse and then a different color for the specular? and does it support reflection/envrionment maps?
since these are standard i am sure it does, again, just making sure.
I have no problem with showcasing your work on your protfolio.
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does your engine support selecting a diffuse color for the diffuse and then a different color for the specular? and does it support reflection/envrionment maps?
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Yes. It also supports *.fx shaders so if you had a specific one in mind we could import it into the game to use.
Outside Demon Base
riding eagle
ctf flag
wyrmbane
harvesters arm
just hit me back with an email and let me know what kind of tri count your looking for.
I would be interested in doing any of these models
riding eagle
ctf flag
wyrmbane
harvesters arm
just hit me back with an email and let me know what kind of tri count your looking for.
[/ QUOTE ]Model Information:
Model format: *.X or *.OBJ
Character polycount: 10k (max)
Weapon polycount: 5k (max)
Prefab polycount: 10k (max)
Texture information: four 1024x1024 (max) (bmp/tga)
Fancy Jazz: Bump/Normal/Paralax, Alpha, Per Pixel Lighting and Shading (PS3.0, PS2.X, PS2.0 and PS1.1), PRT, Occlusion Culling, HDR, Motion Blur, Light Blooms, Volumetric Lighting, etc.
EQ has completed the AxeFlag model, you can check it out here
I'd like to do the spinblade if that is still free to model
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sorry, i recently picked that one up.
Weapons:
Rattler
Sword 1
Sword 2
Spore Grenades
Characters:
Rideable Eagle
Heavy Armour Angel
Demon Heavy
Harvest Demon
Necro
Passive Dweller
Jumpy Dweller
Environmental:
Any piece from the environment concepts
Now, onto some more character concepts:
Mike
Willpower
Donovan
I'll send you an email with my skype/msn address.
EQ - AxeFlag (Completed)
AxeFlag (Complete) by EQ
thefatladysings - Armour Shard (Work in Progress)
Armour Shard (Work in Progress) by thefatladysings
EQ - Retribution (Work in Progress)
Retribution (Work in Progress) by EQ
Nunya Biness - Warped Angel (Work in Progress)
Warped Angel (Work in Progress) by Nunya Biness
Shika - Light Demon (Work in Progress)
Light Demon (Work in Progress) by Shika
We still have a need for any interested 3d artists for enviromental work, weapons, characters and the like. Feel free to contact me if you have any questions!
The Mace
Pistol
ShardShield
Shotgun
Cannon
We're still looking for next gen. artists interested in joining our group to flesh out these concepts into 3d. If your interested then drop me an email: mack@xrucifix.com