Game Development Community

Starsiege:2845 looking for experienced coders

by Jake Massie · in Jobs · 07/11/2005 (9:49 am) · 4 replies

Starsiege:2845 is a game set in the Starsiege/Tribes Universe originally developed by Dynamix. The game mixes traditional mech oriented combat with contemporary combined arms themes and gameplay.

We are currently looking for 3 dedicated coders experienced with TGE and interested in working on the upcoming TSE as well. We are nearing completion of an Alpha tech release on the TGE and the final product will be released on the TSE by ourselves and VU Games as a free download.

Please note this is an all volunteer not-for-profit project. However, if you are seeking a career in the game design industry, we are uniquely poised to be your stepping stone in reaching that goal. Many of our staff have gone on to lucrative jobs at major design studios and publishers such as EA Games, Activision, and others due to their affiliation with this project. While we can't offer money, we can offer you a chance at breaking into your future career.

For those of you that may already be working in the industry or just looking to do this as a creative hobby, our team offers a friendly atmosphere and professional no-nonsense results while still maintaining a fun outlook on the job. Give us a shot.

IMPORTANT NOTE: This is an all volunteer not-for-profit project. Since we are using intellectual property owned by Sierra/VU Games as the basis for our project you will be required to sign Non Disclosure Agreements.

A couple of pics from our latest public update to wet your whistle...

www.clancore.net/albums/album01/wraith_001.sized.jpg
www.clancore.net/albums/album01/fbjetpack.sized.jpg
A quick game synopsis:

# Product Features Ground breaking combined arms mecha combat.
# All new backstory penned by Blake Hutchins, original author for Starsiege and Tribes1/2
# Involving and intricate settings with 3 main playable characters, multiple endings, and a huge cast of supporting characters
# 4 distinct factions, each with its own unique thematic style
# Single Player Campaign planned with over 20 missions
# Multiplayer includes WAR, CTF, and other game types.
# Full original musical score, from sweeping classical stylings to pounding techno
# 120 page players manual/compendium in .pdf format will be included
# Player has the ability to customize vehicle configurations, including armor, shields, engines and X amount of additional specialized components to enhance the uniqueness and capabilities of each rig.

For more information please check out our website at http://www.starsiege2845.com/ or feel free to email me directly at trajan@clancore.net.

Thanks for your time

#1
07/11/2005 (9:56 am)
Well I for one am excited just to hear this is being worked on. One question though: are you at liberty to tell why the decision was made to make this a free download? 20 missions, Blake, multiple multiplayer game types, 120 pages for the manual, etc... and your going to charge $0 for it? Don't get me wrong, I'm not complaining. Just wondering.
#2
07/11/2005 (10:37 am)
It's a looooong story. Here's the quick and dirty version:

The game started out as a planned total conversion Mod for Tribes:Vengeance. When that game turned out to be pretty much unusable for our needs (and a sales flop) we moved to Torque and turned the project into a stand alone game. We negotiated a legal agreement with VU that the MP game would still be released as a free download. Why push for free download? The goal is to get the game into as many peoples hands as possible and build in excellent MOD support so the game has longevity.

The campaign will be released sometime after the MP because we don't have the time or personnel to work on both in tandem and we don't want quality to suffer. VU does have the option of selling the campaign for a nominal fee if the MP takes off.

As for why we (the staff) are working on it for free...we wanted another Starsiege game. The only way one was ever going to see the light of day was if we did it ourselves. Everything else is just an extension of that simple premise.
#3
07/13/2005 (12:55 am)
Hopefully opportunities like this will still be available a year or two from now. :-)

I'm curious: since you're looking for volunteers and not employees, what's the minimum level of experience you would be willing to accept? What's the level at which the additional management burden of an employee is no-longer worth the work they're able to do?

(For example, I just finished a BS in Computer Science, including a class in simple OpenGL coding, but I've only had Torque for about a week. I'm almost positive I'd be more of a learning burden than I'd be worth for the work I could do, if the other volunteers had a year or more Torque experience. One year from now I hope to have created several interesting software toys with Torque, so maybe I'll be ready then.)

If you have trouble getting volunteers, and you consider slowing your release timetable and getting a larger number of less-talented volunteers, where would you estimate the minimum level of proficiency needed to contribute would be? If it isn't too much trouble, could you describe the experiences a successful volunteer should have? (I'm thinking of a one or two sentence description or a very terse list of experiences, leaving it up to the reader to figure out how to achieve these things.)

(If this were a paid job posting, I would just assume I'm unqualified and move on. I'd like to work toward a level of experience with Torque I could use in a volunteer role, though, and am curious how much experience one would need. The best I've done is an OpenGL / GLUT program which implements a flat-shaded, lit maze, and simple keyboard navigation from a first-person perspective.)

Thanks for reading!
#4
08/16/2005 (7:46 pm)
I'm kind of curious as to how you guys are doing on finding coders?