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Liste des sujets

Notre Projet, nous recrutons !

gamezdead
gamezdead
Niveau 6
16 août 2004 à 20:29:43

Bonjour, mon graphiste et moi sommes en train de créer un MMORPG FUTURISTE 2D. Nous recherchons présentement des programmeurs visual basic, l´engin est deja créer mais il n´y a rien dedans(seulement systeme de map,attaque,npc pas encore évoluer). Bien sur, notre engin a ete telecharger gratuitement sur un site, votre but si vous ete dans le projet, est de programmer les éléments que nous aurons de besoins. Sans plus tarder je vous fais un copier/coller su scenario qui est en anglais(mon dessinateur est anglais donc vous devez maitriser l´anglais).

[CONCEPT]

=]key idea[=
-Players are on one side but fight together, as opposed to alone doing what they can. The side they fight against will be just as intelligent as they are, and players should expect large scale war. Specific scenarios may be set up to play over the course of a few days to even weeks. These scenarios can be either a: the enemy sends in an attack force or b: the players are attacking, for example trying to take over an enemy radar or moonbase.

Throughout the game players will be taking over planets, solar systems and eventually the entire galaxy. Once this is done ( it will take a long time, since even taking 1 planet can take months, even years. To keep it simple, the war will move on in a linear fashion. To keep it from getting repetitive, planets will have moons, space stations, maybe even underground bases to take control of. There will also be different environments, ranging from jungle planets and barren wastelands to frozen ice worlds and huge urban metropolises.

This idea is actually very simple, as every so often players get an objective, and try to complete it, then they move on to do the next objective if they are successful. In the result of failure, players fall back as their enemies push forward to take their next objective. The result of this is players moving between offensive and defensive gameplay ( even in a victory, players may have to hold that position as the enemy sends their next battalion).

The game still needs complexity and depth, however. This can be solved in a number of ways...

-Players can have a huge range of skills and specialisms to choose from. They may get skills points in the case of a victory for their side, and extra points for being heroic, leading assaults, taking objectives or simply killing loads of enemies. Levelling would not be necessary here, as players grow on a skill based system instead.

-Players may be chosen at random to do missions. For example, one player may be chosen to infiltrate an enemy outpost to gain information on forthcoming attacks and possibly finding out the enemy has developed a new weapon. Or maybe a group of players may be chosen to set up beacons for reinforcements.

Of course players will not be simple soldiers in this. Because of the range of skills there will be varieties of weapons ( heavy weapons, sniper weapons etc.) and even vehicles. Perhaps they can be medics or engineers. The players will choose their skills and become part of the army, maybe even assigned to platoons and battalions over the course of the game? This could be so players are split up and sent to fight in different places. Alternatively all players could be part of a single force, very rarely splitting up.

Death need not be an issue either. The character is ´reborn´ and goes on as if he weren´t dead. He will of course be left behind, maybe he´ll lose some money or something but it needn´t be a major hindrance for anyone. If your side continuously dies then the enemy will gain reinforcements, to symbolise your side weakening. If it´s the other way round, and the enemy is dieing, then they simply get very little replacement troops and will eventually all die whereas your team will only be pushed back - no one will be denied of joining in and fighting, the battle will be continuous for everyone.

-------EXTRAS-------

PvP, not vs comp
autobalance teams

level bands for missions - so low levels get a chance

Enginneer - create robots
small skill - small bonuses - aim, repair etc
big - attacking/defend - eg big guns or a walking shield!

rare items awarded to guys with most kills - 1st place(best), 2nd and 3rd place(decent) then 10 runners up(money.

Pour etre dans le projet, veuiller me mailez sur folken_150@hotmail.com(msn inclus), ou repondre sur ce e-mail en specifiant sont e-mail.

Merci de votre attention,

Jonathan Gilbert,
Créateur du jeu et Webmaster

gollumkawder
gollumkawder
Niveau 10
16 août 2004 à 20:48:12

Peut-etre serait-il bon de montrer un peu plus de chose a propos de votre projet, c´est a dire des screens, des croquis, des schémas conceptuel qui pourrait aider les programmeurs VB a se motiver pour votre quête, enfin cela me semble impossible sans rajouter des choses sur votre projet, ce n´est pas une simple évocation d´un scénario qui motive quelqu´un pour -vous en conviendrez- un travail de longue haleine

gamezdead
gamezdead
Niveau 6
16 août 2004 à 20:50:15

Bonjour,

Oui, en effet j´ai plusieur armes a vous montrer,
Pour les visualisers, veuiller me ajouter a votre msn: folken_150@hotmail.com, Merci

gamezdead
gamezdead
Niveau 6
16 août 2004 à 20:51:55

Bonjour,

Pour voir quelque images, veuiller me ajouter a votre msn, Folken_150@hotmail.com

DS-Shadow
DS-Shadow
Niveau 6
17 août 2004 à 12:29:03

serait-il possible de voir des screens de votre moteur 2d, et sur quel site l´avez vous téléchargé?

LGV
LGV
Niveau 28
17 août 2004 à 14:06:44

DS-Shadow : ?

je pense juste qu´il faudrait hoster les fichiers de demonstration qqpart pour que les lecteurs puissent y avoir facilement acces. Perso, il y aurait eu un lien, je serai alle voir, mais comme il faut te contacter, je passe mon chemin ( ca prend plus de temps, tout ca...)

DS-Shadow
DS-Shadow
Niveau 6
17 août 2004 à 15:53:30

c´est bon j´ai eu réponse à mes questions le moteur qu´ils utilisent est ici:
www.baronsoft.com

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