Game Development Community

RPG: Tale of a Thousand Moons needs Help

by Keiyentai · in Jobs · 09/05/2005 (12:52 am) · 19 replies

Team name:
NeoSpawn Games

Project name:
Tale of a Thousand Moons

Brief description:
Tale of a Thousand Moons is a new type of RPG. A living, breathing world. You choose from 7 unique races and 13 different cultures. Vast and beautiful landscapes await you. There is a main time-line where key events happen and shape the story. It is up to you if you want to aid, stop, delay or sit back and watch these events. There is no "Official Ending" and your char will slowly age. More below.

Target aim:
Short term goal= Make a decent demo and try to show it off to investors and publishers. Long Term= Full retail game.

Compensation:
If we can find an investor who wants to help or I win the lotto (yeah suure) I plan on hiring everyone working on TOTM as full time members of NeoSpawn Games with PAID contracts. These deals can and will be worked out in the future when more info is at hand.

Technology:
TOTM will be using the free opensource CrystalSpace3D graphics engine. Coding will be in C++.

Talent needed:
Coders! This is the most needed thing for NeoSpawn Games.
Modelers I may be able to get some of the old ones back but we do need new modelers. 3D Studio Max prefered or app that can export into .3ds format.
Animators We also need animators.

Team structure:
Myself Jeremy Jones: Owner of NeoSpawn Games/Modeler/Writer
Misty Jones: Concept artist/"muse"
Michael Munez: Writer

Unfortunatly the old team left due to creative differences. Though I may be able to get some back, I will update this.

Website:
I am in the process of getting a new website.

Contacts:
E-mail: Keiyentai@comcast.net
MSN: Keiyentai@comcast.net

Additional Info:
As said before you live in a living world. Everything you do effects the story.

Example: A large beast wanders in to town looking for food who happens to like humans. You happen to be at the market and hear people screaming and wood breaking as a brave man tries to subdue the beast with a wood plank. You can either A: Run screaming like a little baby. B: Kill the beast and live the glory. C: Kill the beast and demand the town makes you their new ruler. D: Duck out of the way and watch the hungry beast tear people into ribbons and laugh at them. E: Do nothing and hope the beast doesn't decide to make you his toothpick (ya sure).

Feedback:
ENCOURAGING ONLY/Serious Inquiries PLEASE

PS I will be updating this when more info is at hand

About the author

Recent Threads


#1
09/05/2005 (1:05 am)
Quote:
Vast and beautiful landscapes await you.
Yeaaahhh, cool... But
Quote:
TOTM will be using the free opensource CrystalSpace3D graphics engine
I think you'll have to look at crystal space terrain engine to see that Vast and beautiful landscapes are very very hard to make. (I think it's a major problem on this engine. Why don't you try Torque Shader Engine ?
#2
09/05/2005 (3:55 am)
Main issue is I am broke.I guess I could check ou the Demo but what limitations does the demo have?
#3
09/05/2005 (4:53 am)
Quote:
what limitations does the demo have?
you can't modify the engine.

If you want to make a game with a vast landscape, you'll have to spend hundreds hours with crystal space. TSE worth 250 $(100$ for Torque Game engine + 150 $ for Torque Shader Engine). If your work cost is lower than (250$/100 hour = 2.5$/hour) then crystal space might be solution. but you'll need solid knowledges in math. Otherwise take torque. The main risk is to spend hours and hours to build something and to have to put all your work in trash. I tried GLscene before torque, and their was too many limitations. The most of my work was lost. Now with Torque I Have :
1) A great Terrain Engine
2) A large Community which answer your question quickly
3) Tons of examples
4) Good documentation
5) Access to a great forum with thousands posts (nearly too much)
6) a really powerfull engine.

Choosing engine is the first question in game dev (In my opinion). And torque is my choice. I work on an RPG Too... and their is a lot of examples on the community site. So think your first choice is realy important. Take your time before putting the first line of code.
#4
09/05/2005 (5:57 am)
I am starting to see that. In the time I have posted the origanal I have already had alot of Possiave feedback. I posted roughly the same thing on CS forums and no one has replied and that was 3 days ago. If you where to use the demo say would all the work made with the demo be able to tranfers to a lisenced version? I honestly dont mind is I cant mod the engine right now. I just want to make a demo to get potential investors interested. THe main goal of TOTM is Marrowind/Fable/My own ideas all rolled in to one giant game. Also the screenshots of Torque have VASTLY improved from when I last looked at it. SO I am honestly thinking about switching. Also if I use Torque I might actualy be able to find programers.
#5
09/05/2005 (6:10 am)
Quote:
I cant mod the engine right now
Why? If you need a melee system, a spell system, you'll have to change some lines inside the engine. But actually you can start with a mod to see potential of Torque Game Engine (Try F10 & F11). But without documentation and acces to the right forums it will be hard.

Quote:
I just want to make a demo to get potential investors interested
I think to interest potential investors, you'll need something in good state of achievement. You'll need to show good graphics, good game play (it may need some changes in the engine), good story (I think you have it!), and many other stuff.

Quote:
I might actualy be able to find programers.
You'll have access to marketplace to find programmers. But many members of community are programmers with their own projects. So to persuade them to join your team, it's difficult.

Quote:
3D Studio Max prefered
3D Studio max is largely more expansive than Torque ;) You can use blender, it's free.
#6
09/05/2005 (8:20 am)
The 3D Studio Max was geared towards the programer for when I was going to use CS cuase it doesent import really anything but .3ds files. I thin I shouild revamp it a bit.
#7
09/05/2005 (8:28 am)
A good suite to start :
Torque Build Environment (TBE) (to build the engine) - TsDev (for scripts) - Blender (with Pyton 2.3) (for 3D modeling) - Gimp (for 2D arts).
All these tools are FREE.
#8
09/05/2005 (8:29 am)
Quote:A living, breathing world. You choose from 7 unique races and 13 different cultures. Vast and beautiful landscapes await you. There is a main time-line where key events happen and shape the story. It is up to you if you want to aid, stop, delay or sit back and watch these events. There is no "Official Ending" and your char will slowly age.

Wow.... sounds too much like a game I want to make. :P Your first step to creating a game like this is not getting a team of programmers and artists together, but rather get a concept artist or two on board to visualize your ideas and get them on paper. Or at least that will be my first step...
#9
09/05/2005 (8:32 am)
The 3D Studio Max was geared towards the programer for when I was going to use CS cuase it doesent import really anything but .3ds files. I thin I shouild revamp it a bit.
#10
09/05/2005 (8:35 am)
We are workign on the story right now. Myself and Micheal. Have a couple concept artists as well. :) http://www.ep-arts.com/ep3.php?id=totm when we first started (way over our heads) and wanted to make a MMORPG. This section of his website hasent been updated in a while so the web link is dead. Egil was one of our best concept artists but left cuase of school. I am hoping we can get him back. Check out his site www.ep-arts.com
#11
09/05/2005 (8:40 am)
Wow, Jeremy, Really nice arts... Keep your profile in my favorites.
#12
09/05/2005 (8:44 am)
Wow thanks man :). I think I am going to switch to Torque. I Just need to figure out a way to get a lisence now...cuase I am trying to get everything up and going. one again Thank you all for all the helpful ideas and thoughts :D means alot.
#13
09/05/2005 (9:09 am)
If you buy torque, tell me. I'll ask GG a %... LOL ;)
#14
09/05/2005 (9:28 am)
You should consider using TSE rather than Torque. The Atlas terrain engine should work great for your needs.
#15
09/05/2005 (9:54 am)
Doesent TSE require Torque as well? My big issues unfortunatly is money..which really sucks..
#16
09/05/2005 (9:55 am)
Quote:
TSE worth 250 $(100$ for Torque Game engine + 150 $ for Torque Shader Engine)
That's really cheap, considering all advantages.
#17
09/05/2005 (9:56 am)
@Jeremy Yes, in order to get TSE you must get TGE first. Most people build their projects in TGE then port them to TSE.
#18
09/05/2005 (10:03 am)
Cool. I know Vincent. Though atm I have zilcth. NeoSpawn Games started as a small CGTalk group then went poof. Now about 2 years later I am trying to restart everything. Beleive me the price is cheap just at the moment. TO rich for my blood heh..but I ma goign to make the switch to Torque. Anyone know when Dynamic lights and Shadows will be implimented?
#19
09/05/2005 (10:05 am)
GG always answer "When it's ready"... no more. But the time you learn TGE AND TSE.. light might be ready.