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===Information===
==Team Info==
Jet v4.3.5: Lead of Project/Lead Level Designer
CupcakeMan: Level Design/Sprite Artist/Gameplay Conceptualist
Zach (Zman110) Farmer: Level Design/Mesh Artist
Pangahas: Concept Artist
Team ID: N/A
==Game Summary==
Game Name: N/A
Genre: FPS/RPG
Estimated Rating: M--Contains intense violence, blood and gore, and strong language
Status: NO PERCENT AT PRESENT | ROUGH CONCEPT BEING LAID OUT
==Contacts==
Primary Contact e-mail (Jet v4.3.5): johnsoe2@yahoo.com
Secondary Contact e-mail(s)-
CupcakeMan: bmx_720@hotmail.com
Zman110: Zman0897@gmail.com
Pangahas: pangahas112483@yahoo.com
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==============WHAT DO WE NEED AND WHAT KIND OF THINGS WILL YOU BE WORKING ON================
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Firstly, any persons interested should be hobbyists and should be ready to show work or begin working when you apply. If you are reading this now and have not involved yourself in a particular area, I recommend you become acquainted with that subject and come back here to apply when you are comfortable with your work.
We are still looking for developers interested in a full span game development process. Please read the information and contact me here or on my e-mail if you think you have anything to offer to this project and would like to join. I will keep to myself in the level design and story and concept areas of development. No official assets have been made as of yet, but concept artists and generally everyone else will have a fresh canvas to work on with the game to make many of these concepts a reality in your own view. I will only restrain certain aspects to keep them close to what appeals to me but you will mostly have free reign with what you make.
I'm looking for people specialized in just about everything that could contribute towards building aspects for a personalization concept game. That would include level designers, people adept in creating UE3 quality material aspects, such as textures, and the initial material editing done to optimize materials, modelers who can work with or are experienced in animation in conjunction with very complex scripting, and the scripters themselves, who, if engaged in the project, will have to have a vast knowledge surrounding overall scripting and ones who possess the patience to put together the complex player aspect of which the gameplay revolves around entirely. I must emphasize that the games mechanics is heavily reliant on the quality of the player system.
A and Z of the projects story is generally the only part of the story that I have a fairly vivid idea about. Everything that happens in between the beginning and end have not been worked out yet, but again, it will help when the player's role is explained, as it correlates all story sequences.
The basis of the game which is most important is that character customization exists. On that, what really changes things is the fact that the main character is an Artificial Intelligence program, built to surpass bug in other programs that make them dangerous and lethal. Instead of figuring through the uselessness of humans, the creators of our character have successfully built a prototype AI that functions with what could be described as true remorse, and the care for love, kindness, and preservation of life. So generally, this makes the fact that a human is controlling this AI fairly sensible, as the AI in itself is truly human in nature. Though parts of the corporation that built and contributed to your design appear functional and productive, the entire corporation is infamous for being a true evil lair for many scientists and biologists whose grueling and violent experiments and procedures are kept secret from law at the facility headquarters of the corporation. The actual facility is majorly based underground, and the conditions show the carelessness for a hospitable environment for any of the residents, either workers or test subjects. You were created by the robotics department. You were stored inside of a database, unactivated, while many of the engineers tried to design a basic body with the psychiatrist and AI development team for you that suited all of your mobile functions. Using parts of their major mechanics project, they created a basic skeleton where you would be loaded for the first time and activated. only a few general ports were installed into the skeleton for compatibility with mechanical "muscle" apparatuses for movement, though these are not installed immediately after activation.
Over the first few minutes of the game, we are introduced primarily to the fact that there is a robot-like machine in existence, and doctors and electricians are working on said robot. Some story unfolds, and a doctor working on the robot's body, holding an AI that will turn out to be the player, wished to further test his creation with other AI. Only, they aren't the same as you. Each one has quirks that can be as simple as disturbed to terminator-style killing machine. Even after being warned, the scientist immediately sneaks into the AI department and loads in a rather clever yet virtually "bloodthirsty" AI into another skeleton. Ignoring the player, he begins to slide movement motors into the ports of the skeleton housing the rouge AI. His stealthy silence goes to ripping screams as he is quickly torn to pieces by the now mobile robot. Using the machines available plus the bits and pieces of electronics found in the tool stations nearby, several killer AI are loaded into makeshift spider-like robots. The largely industrial building is infested by these things as more and more different creatures are assimilated. Somehow, though, the harness holding you up unlocks, allowing you to move down a rail through the local labs. Starting off, many of the data in the database holding all of the AI have been copied and moved to the robot mechanics department. Being mostly human, things like fear and discomfort start to kick in as you move along, witnessing massacres from across walkways and screams coming from rooms you cannot enter. You want to get out, but beyond your panic, you can only wonder, how?
Mechanics works like this: from the beginning you have no movement other than the harness and rail system you're attached to. The railway begins as being one way, controlled by the player, but with only one path to take at first. Your first goal is to access other areas that the harness will not allow you to access. Over a short period of time, the player should gain access to a station accessible by the rail that installs mobility motors to the skeleton. From this point, the player is released to explore the vast confines of the decrepit facility in a first person style and to find a way out of it in one piece, in other words, alive. Though the player can move around at this point, he will need to gain more abilities to achieve getting past what can be most basically as a door. Around the first areas of the building, and later in certain places, will be small booths that have pieces of machinery developed for the robots that walk around to follow simple instructions, like helping to weld something. These devices attach to rings and metal contact strips make contact with strips on the ports on the robot to form a connection so that the robot can control what the new device does. The ones that the player are first introduced to are basic tools that act very similarly to the motors. For example, if the player needs to see in the dark, he can look in one of said booths for a flashlight attachment. It can be installed on any of the ports available on the player, such as one on the head, the arm, or the shoulder. Most of these are player preference, but others can be more useful. Also, some attachments might have their own ports, so that on top of them, other attachments can be added. To restrain unbalanced looking players, you must complete one layer to begin another in most cases unless the attachment being added on top of another attachment will upgrade or enhance the one it is on top of, like a lens that magnifies the brightness of the flashlight. For the player these act as upgrades so that you can enhance your tools and abilities. Along with tools there are weapons and batteries. Weapons are vital if you are to survive the hordes of mechanical hell that you will face during the game. For batteries, these can be used to increase the power of devices on the character for better functionality. Certain build approaches will be taken for the extension attachments. These are differently shaped pieces that can be placed anywhere and have options as to how they will be shaped. There can be one extension that is an arm like piece with three segments that can bend on mechanical hinges to become either a cube or open up to become an arc. On certain layers, these can determine whether the build of the player is organic, where some act as ribs to build a rib cage so that they are defined with a much more human look or more blocky to resemble a robotic look. This is in preference to the player, but they allow for the player to make different builds every time they play. Some attachments require the player to be on a certain layer, like armor layers. These layers are like the final layers that a player can reach, and consist of only armor. Some armor are just plates of metal, bulletproof glass, and plasma tracks. Other types are similar to mesh armor where very small plates make up large curved surfaces, good for if the player takes an organic approach to their design. Weapons can be more advanced or old fashioned depending on what section of the facility you get a particular weapon. And, in the cases of most obstacles, only certain weapons and tools allow you through, and in the case of the enemies the player will face, certain weapons are better in one situation than any of the others.
This is a basic idea of what I want it to be like. It incorporates ideas from Dead Space, Fallout 3, and some of Half-life's escape from somewhere theme.
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