Apokalypsos: A Post-Apocalyptic MMO Project

Sigoya said:
...that's the horrible truth.

Ain't that true :evil: but I'm sure there are few lurking out there, especially considering this a great opportunity to build a resume and/or break into the gaming industry.
come back to me when you've finished your game and tell me i'm wrong. without programmers there is no game, there isn't even a mod for a game.

if you do get a hold of a programmer, then they probably leave after a while due to some reason, aka. they won't dedicate enough time to a project that they have been ask to work on, and not a project of their own.

the best way to actually start of with a game, is if you have 1 experienced artist and 1 hell of a dedicated programmer.
 
st0lve said:
the best way to actually start of with a game, is if you have 1 experienced artist and 1 hell of a dedicated programmer.

And while you're waiting for a dedicated programmer, think it'd be of advantage to write one hell of an elaborate GDD, featuring game mechanics (mathematically) so it'll just be to transfer those pretty quickly. So if the programmer leaves, atleast he's spent his time typing valuable code, rather than having to figure out the game mechanics himself.

Skills, perks, levels, etc.
 
Canada and the northern US looks like that ATLEAST 5-7 months of every year and we do just fine up here.

I have no doubts that many Canadians can survive extreme cold conditions, and even a nuclear winter, and they did in our game world.
The statement "what was known as Canada" is a connotation to an important story element that revolves around a Unified North America.
Actually one of our lead faction writers is a hardcore Canadian Army Reserve.


the best way to actually start of with a game, is if you have 1 experienced artist and 1 hell of a dedicated programmer.

We actually started with one and, you guessed it, he dropped out. That's one reason why a couple of the leads are revising their C++ books vigorously.


And while you're waiting for a dedicated programmer, think it'd be of advantage to write one hell of an elaborate GDD, featuring game mechanics (mathematically) so it'll just be to transfer those pretty quickly.

We are already working on that as part of the overall Design Document. Basically we're following the professional approach for creating the game all it concepts.[/quote]
 
Sigoya said:
the best way to actually start of with a game, is if you have 1 experienced artist and 1 hell of a dedicated programmer.
We actually started with one and, you guessed it, he dropped out. That's one reason why a couple of the leads are revising their C++ books vigorously.
I meant say 2 people who know each others very well, and have a passion for what they are going to dedicate a couple of years on. And not some random programmer from the internets.
 
...Winnipeggers can survive anything, including the end of the world

Why hello there neighbor! Fargo here and I know exactly what you are talking about :twisted:


I meant say 2 people who know each others very well...

That would be a gaming marriage made in heaven!
 
st0lve said:
come back to me when you've finished your game and tell me i'm wrong. without programmers there is no game, there isn't even a mod for a game.

if you do get a hold of a programmer, then they probably leave after a while due to some reason, aka. they won't dedicate enough time to a project that they have been ask to work on, and not a project of their own.

the best way to actually start of with a game, is if you have 1 experienced artist and 1 hell of a dedicated programmer.


Yeah... thats the spirit buddie! Just the right spirit to survive ww3.
Just telling someone that whatever he tries to do won't work. Thats the spirit that your ancestors where in when they sailed over the seas (across the atlantic btw). "No, that won't work, we'll sail to death!"
Strange they did it anyway.

If you got a bunch of people that are willing to do something for the things they believe in its easy to tell them that they won't succed and its just wimpy to do so. If thats all you can do you're better off with some emos.
 
Unified North America? The spirit of the NAU mutated, or stimulated to rapid growth by outside events? I'm just wondering because I'm working on a story that details the NAU's rise to power. Though, it's an unimportant, fictional story.
 
you can have a billion writers, artists and such, but without a programmer, all you have is ideas and art. that doesn't count as a functional game.

i've worked on enough mods and projects to know what fails and what doesn't. and believe me, it's all up to the programmers.
 
There's something odd in the world map... I mean, it seems that the world is experiencing a new Ice Age (nuclear winter?), with most of the northern regions covered by ice, and glaciers forming on lower mountains. So I think that the sea level should be lower, not higher. But I can't be sure of this, really...
 
you can have a billion writers, artists and such, but without a programmer, all you have is ideas and art. that doesn't count as a functional game.

True, and that's why we opted for a solid engine like TGEA, AND a couple of us are studying C++ as well. Programmers will come when they see that this project is serious.


There's something odd in the world map... I mean, it seems that the world is experiencing a new Ice Age (nuclear winter?), with most of the northern regions covered by ice, and glaciers forming on lower mountains. So I think that the sea level should be lower, not higher. But I can't be sure of this, really...

Our main story follows a realistic prediction of Global Warming scenario, coupled with complete meltdown of the ice caps and a ocean desalination which triggers reversal of global climate. You can imagine the catastrophic events that followed: rising ocean levels, submerging key global cities, rising conflicts, riots, and above this all you get a new ice age descending from the north.

Our game starts when the Long Winter starts receding and the few survivors fighting over the remains.
 
Sigoya said:
Our main story follows a realistic prediction of Global Warming scenario, coupled with complete meltdown of the ice caps and a ocean desalination which triggers reversal of global climate. You can imagine the catastrophic events that followed: rising ocean levels, submerging key global cities, rising conflicts, riots, and above this all you get a new ice age descending from the north.

Our game starts when the Long Winter starts receding and the few survivors fighting over the remains.

I agree that the meltdown of polar caps would rise the sea level, but the subsequent "new Ice Age" should cause polar water to freeze over again and much more than before (=nearer-to-the-equator Polar Circles, as shown in your world map), causing oceans to retreat.
I'm no climatologist, of course, and I'm aware that this is just a work of fiction; I'm asking this just out of curiosity. I hope I'm not annoying you with such a trivial matter.
 
Sigoya said:
True, and that's why we opted for a solid engine like TGEA, AND a couple of us are studying C++ as well. Programmers will come when they see that this project is serious.
How do you want to make this protect serious without programmers? :P
 
How do you want to make this protect serious without programmers? :P

With a solid design document, reliable support and platform, and a fully thought out game system and story. Pre-production can take up to a year on some projects, and we have already made leaps.

Plus, few programmers are already asking to join =)

If you really want something be done, you have to keep working on it and looking forward.
 
I find it kind of weird that you supposedly have a load of dedicated designers, but lack programmers. You could easily learn C++ in two weeks yourself, and I'd imagine getting the hang of using TGEA wouldn't take more than a few months, either. Being a designer/programmer also helps in that you can create the implementation of the game mechanics so that they're extendable in whatever direction the design seems to be heading (since, of course, there is no such thing as a finished design).

Other than that, the project seems interesting, in terms of setting and whatnot. Only if I weren't turned off by the concept of MMOs instantaneously... As pointed out before, we (well, I, 'tleast) need more post-apoc cRPGs.
 
pkt-zer0 said:
You could easily learn C++ in two weeks yourself
I strongly disagree! C++ is one of the most complicated (and flexible) programming languages there is. MMORPGs are one the most complicated game projects you can work on. So please concentrate on the project management tasks instead of wasting time by believing that you could learn C++ and improve your skills to a level where you could contribute in a useful way to the code side of the project in a reasonable amount of time.
 
mvBarracuda said:
C++ is one of the most complicated (and flexible) programming languages there is.
Yes, that is why I said two weeks and not less. ;) It's obviously dependent on the person, and it might be an optimistic estimate, but I do think 2.5 months would suffice to learn C++ and get creating something in a pre-existing game engine. Then again, I've no idea how effective TGEA would be for making MMORPGs, so that estimate could be off.
 
Thanks for the link, I will get it on my list-to-read, next to the 10 fat-looking books I'm munching on this month =)

And I agree that learning anything, and especially C++ in this case, will depend on the level of dedication and the knowledge capacity of the person.

The good news is we have 2 new programmers who decided to join us and we are always looking for more. This will surely alleviate some of the pressure on the team, and give me more time to work on other aspects of this project instead of brushing on my C++.

I extend our invitation to share your ideas and suggestions as we try to formulate an honest post-apocalyptic feel for this game.
 
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