Friday, December 12, 2008

Planning a Game

Version 0.2 of the Intensity Engine has been released. Highlights include procedural generation support, faster NPC movement and CEGUI 0.6.2b (for the full announcement see our forum). This incremental release includes most of the basic features I want to have in the engine at this point. I'll be constantly adding more, but major features will wait, as I am now going to focus on creating a game with the engine.

Towards that goal, I'm looking for people to team up with. Specifically, I'm looking for two people:
  • a 3D artist/modeler
  • a (C++) coder
Formal experience is unnecessary, as long as you know enough to get started and are motivated to learn and improve.

The codename for the game is TideTurner (the actual name will be determined later). The general game concept is a third-person action game, with the players leading NPC minions in battle. Aside from that, the specifics are yet to be determined. Playtesting will decide which ideas end up in the game and which don't.

If you might be interested in collaborating on this game, let me know, on IRC (#intensityengine on FreeNode), or by email at kripken -at- intensityengine dot com.
Note that the engine is open source, but that does not preclude the game from being commercial. In particular, we can try in-game advertising to make money. Profits will be shared among all team members, of course.

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