Apokalypsos: A Post-Apocalyptic MMO Project

I only registered NMA to reply in this thread.
Shame on me for not having registered before! doh! :wink:

My main point was to reply to that text:
Iron Tower Studios opted to go with Torque Game Engine, while we are stepping it up with the Advanced iteration. TGEA delivers advanced graphic options and a beefed up terrain and network code. A much needed feature especially if we are to deliver this title in 3-4 years from now.
Network support of TGE and TGE-A is the same. Same code. No improvements.

Expect more unsolved bugs in other areas than TGE too.
Though regarding your deadline, you may hope they will be solved by that time.

I wish you good luck.
 
Network support of TGE and TGE-A is the same. Same code. No improvements.

You are correct, TGEA offers a a better graphics and terrain engine over TGE, and I should've been more clear about that. Torque, in both it's iterations, have the same solid, and beefed up, network code as opposed to other game engines out there.

We made a calculated decision with TGEA knowing that many of it's minor bugs will be resolved eventually throughout our timeline.

Thank viKKing for the note, and good luck for you as well, we look forward for your title!
 
And another one.

Sorry guys, but here's a quick calculation: pick any 'bigger than 3 levels featuring more than 3 stats'-game. Think 'real RPG' and add 50-100 extra stats and vars for your character. Think quests. Think level design, documents, bug hunting. There's a frickin' reason why a game project takes somewhere between 12 & 36 months, for a reasonable team (> 10 man), each spending at least 12 hours a day. And I'm not even talking about networking/MMO aspects.

Do you have any idea how much hours we're dealing with - and mind you, we're talking professionals. Not some guys picking up a C++ book or a guy that knew someone that once wrote a column in a local newspaper.

Dammit, you guys should be old enough to realize this project is going nowhere. Even if you make it till your first demo, it's a long way until you have something usable.
You'll make it to the demo if you find a couple of CS students - they have some spare time. But by the time they're capable of actually spewing out some half-decent code, they're most likely graduating.

If you can't finish the project in a 6 month timeframe, on the internet, walk away, or do it yourself. Entirely. I mean it. You'd be doing the community (and yourself) a bigger favor by writing some good stories, creating some awesome artwork, or just joining some existing projects to get an idea of how things work, and maybe help out a bit over there.

Sorry guys, this project ain't going nowhere. Adjust your goals to something a tad more realistic. Once you managed to pull that one off, and have a somewhat decent group of individuals, then we'll talk again.

Phil
 
Thanks for the support! ...or lack of it

I'll just say one thing here, we are mature and seasoned enough to realize exactly what we are going into, and we have calculated 3-4 year timeline for the entire project, plus future investments to leverage the production phase.

We are in it because we know we can pull something out of it. But then again we'll always have the ones who sit on the curb and watch while few others make the show.

Cheers,
Sig :twisted:
 
Sounds very impressive, could be a description of some very huge game from the industry. A pity that I do not like nowadays MMORPGS at all. But there are so many out there, so it may be a good idea to do some post-apocalyptic one.

I wish you good luck =)
 
Sigoya said:
Thanks for the support! ...or lack of it

I did not mean to offend you - nor your team. And I really hope to be proven wrong in 3 or 4 years. But I've been working as a programmer for quite some time, I've had some experience with RPG's and multiplayer aspects, and I'm more than a bit afraid you are underestimating the whole thing. Even if you had a lot of experienced programmers, it requires an enormous effort even if you did not have to face the learning curve and had the resources.
Multiply that by the added complexity of dealing with a widespread team, and the impossibility to predict what you or team members will be doing in the next 4 years, .. and I'm quite confident my prediction will be correct. Once again, nothing personal.

Oh - and your reaction, although understandable, could hardly be more misplaced.
 
But I've been working as a programmer for quite some time...

I appreciate your honesty, and apologize if I overreacted in the reply, but my point was clear: we realize the difficulties, and we will keep working on this project because we have the drive & enthusiasm to do it.

Yes we will have difficulties, and yes we will keep looking for dedicated programmers, and most importantly, we will keep focusing on writing a great story, believable characters, concept art, logos, GUI and music and everything else.

I have faith that we can accomplish something here, and people will step in to help!

Cheers,
Sig :twisted:
 
New Concept Art & Forum Updates

Greetings NMA!

Here's the latest update on Project Apokalypsos as posted yesterday on the official site:

It's been a while but the Apokalypsos team is still marching forward with new developments and a little something for the community to enjoy. Concept Art section is featuring now five new characters: Rebels paramilitary commanders Huda and Jobard, Reformers leaders Chasca and Poco Caliente, and Camp Zero's biggest pimp & underlord Big Vane. In addition to that we've also slipped by a bird's eye view of Camp Zero and Chicago's terrorist nuclear attack.

On the forum front, we've streamlined the main topics and moved all Apokalypsos related threads under "The Project" section, plus we've added a Post Apocalyptic Media topic, so we can discuss our favorite post-apocalyptic movies, books, music and art. If you are on LinkedIn, don't forget to add P.A.M under your groups and help us promote Project Apokalypsos!

If you haven't noticed yet, our Lead A.I. programmer MaNiaC will be sharing his knowledge and experiences while working on Apokalypsos right here in the A.I. Dev Diary. MaNiaC promised us a weekly entry, so feel free to troll his threads if he starts slacking!

Finally, I would like to thank our small but loyal brood of followers, and extend the invitation for all aspiring developers, artists, designers and programmers to check our project and help us in making it a reality!



Survivors are invited to swing by our forums and drop us a line or two!

Cheers,
Sig
 
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