Re: OpenWolf
Posted: 16 Mar 2012, 01:59
I'm a member of the TremZ project. We're currently using the OpenWolf engine and building our game in cooperation with TheDushan. TremZ is concieved as an RTS/FPS aliens vs humans team game with strategy, including buildables within the game. It's a similar concept to that of Natural Selection and Tremulous. The project was started in July last year (2011). We're still creating an overall background storyline and setting. The story development (I'm the head of that) will have the background setting finalised by the end of March. The game isn't playable as yet, as we're currently engaged in replacing all of the "inherited" assets that we recieved from Tremulous, as well any that are shared with a forked version of the game. That means we need new models, levels, and sound FX. We want to fully take advantage of the best features of the OpenWolf engine. Any assistance in this regard would be highly appreciated as it's a vast undertaking, of course. As part of this process, I've been recruiting everywhere, primarily by contacting talented people rather than simply waiting for anyone to reply to posted adverts for recruits. It's far more effective to actually get out there, and search for what you need for a project than just hang around with a hat begging for help. I advise all of you who are involved in similar situations to do the same. Don't just rely on a few posted advertisements for finding the sort of skilled people that you need - look for them as well!
Not that I mind when someone answers an advertisement that I posted for recruiting After all, with a project as ambitious as TremZ, you can never have too many people who are highly talented, imaginative, and focused on the bigger picture; making a great game.
Our newest modeller to join the team is also a software developer, which should certainly be appreciated by the rest of the team as he'll know how best to use the features of the OpenWolf engine in ways that most modellers probably wouldn't know. Hopefully he can also be a better liason between the other modellers on the development team and the coders, as well.
Here is his DeviantArt page if you're interested in guessing what his human models will possibly look like for the game;
http://xnaaral.deviantart.com/
Our current team of developers is around 10 or so; although a couple of people left recently, others have joined. There are 4 people developing the code of the OpenWolf engine at the current time, in addition to this, the engine development benefits from the upstream improvements/commits/bug-fixes flowing from a forked version of the engine which is already being used in a publicly released game among a small community.
This an example of the Newton Physics used in the OpenWolf engine;
http://www.youtube.com/watch?v=d7y4VpPUucU
That was in January, it's been improved since then.
These are tests of the dynamic shadows;
http://www.youtube.com/watch?v=kNwlCRndCxI
and here:
http://www.youtube.com/watch?v=NN-wF3S4-JQ
This is an example of the water effects;
http://www.youtube.com/watch?v=bsbfX4AgMBg
You can read more about TremZ here;
The TremZ blog
TremZ community
By the way, TheDushan is a funny guy to chat with online if you get the chance, but please don't distract him too much from making OpenWolf a truly great open-source engine. It could benefit many other Quake-based games in the future.
Not that I mind when someone answers an advertisement that I posted for recruiting After all, with a project as ambitious as TremZ, you can never have too many people who are highly talented, imaginative, and focused on the bigger picture; making a great game.
Our newest modeller to join the team is also a software developer, which should certainly be appreciated by the rest of the team as he'll know how best to use the features of the OpenWolf engine in ways that most modellers probably wouldn't know. Hopefully he can also be a better liason between the other modellers on the development team and the coders, as well.
Here is his DeviantArt page if you're interested in guessing what his human models will possibly look like for the game;
http://xnaaral.deviantart.com/
Our current team of developers is around 10 or so; although a couple of people left recently, others have joined. There are 4 people developing the code of the OpenWolf engine at the current time, in addition to this, the engine development benefits from the upstream improvements/commits/bug-fixes flowing from a forked version of the engine which is already being used in a publicly released game among a small community.
This an example of the Newton Physics used in the OpenWolf engine;
http://www.youtube.com/watch?v=d7y4VpPUucU
That was in January, it's been improved since then.
These are tests of the dynamic shadows;
http://www.youtube.com/watch?v=kNwlCRndCxI
and here:
http://www.youtube.com/watch?v=NN-wF3S4-JQ
This is an example of the water effects;
http://www.youtube.com/watch?v=bsbfX4AgMBg
You can read more about TremZ here;
The TremZ blog
TremZ community
By the way, TheDushan is a funny guy to chat with online if you get the chance, but please don't distract him too much from making OpenWolf a truly great open-source engine. It could benefit many other Quake-based games in the future.