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oXYnary
UO Noob


Joined: 26 Jul 2005
Posts: 2

PostPosted: Tue Jul 26, 2005 4:41 pm

Apprehension aims to blend the core elements of multiplayer RTS and FPS styles of gameplay, integrating the use of AI-controlled units, free placement of structures throughout the playing field, customizable weapons, and a large range of vehicles. By allowing the control of the outcome of the game through a combination of team work, tactics, and the careful use of raw resources, our aim is to attract a diverse gaming audience.

Position:

The Apprehension team is currently seeking a skilled lead programmer with proven experience in Unreal Script and previous Modding, as well as part time coders. Many of the features of the game are playable, and we're currently undergoing rigorous documentation of the game's features, and re-organizing a team after the departure of several programmers for game industry jobs and other "real life" issues. We need coders with organizational skills and a strong desire to finish a project.

Possible duties include:

  • Helping current team finish game design (your input will be greatly valued!)
  • Examining current codebase, and re-organizing where appropriate
  • Hud/Interface
  • Vehicles, including Karma physics setup and weapon scripting
  • Weapons, including weapon customization for humans and vehicles
  • RTS-style upgrade system
  • Bot and droid AI
  • Pre-game lobby for multiplayer games

Many of these features are functional but could use a lot of polish -- some features need to be implemented, and a few features still need to be designed.


Links:

Apprehension website
Apprehension wiki (game design documentation)


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Q&A (based around the Programmer Recruitment sticky)
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Q:
What kind of influence will the be allowed on this Mod as far as features and engine limitation or new ideas or methods?


A:
As a Programmer lead on Apprehension, you will get an incredible amount of input on everything from game architecture, to finalizing our design document. You will also be in a lead position over other coders and the mod itself to some degree (depending on how much you want).

As a part-time coder you will also get input, while working more closely with specific artists or issues. In example, to create classes for new weaponry on vehicles and buildings, modifying AI, to optimizing for server/client balance.

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Q:
What skills you have aside from 'designer'?


A:
I am sorta the Kitchen Sink of this Mod. I took over as was mentioned earlier when some of our original members had to leave. I currently act as the mods "kitchen sink" by acting as a Artist, Project management, Scripting, Documentation. I can tell you that I am fully involved in this project and want it to see completion. I make no grandiose claims about thinking this is some sort of CS killer; it's a simply a Mod thats gameplay is slightly less used. For some of us, this means its made for fun, for others, the industry experience.

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Q:
What sorts information is or needs to be documented?. Weapon sheets and descriptions, game and front end flowcharts, etc. We don't want to be waiting on you for stuff.


A:
We have a WIKI that is well under development that acts as our Design Document. .Sorry no flowcharts in it as of yet, flowcharts will not allow easy manipulation that counters what a WIKI provides.

As for waiting, we are backlogged enough that a programmer should have plenty of options to keep us on our road map. However, I will admit that having a lead programmer help delegate such tasks will make the process flow much easier.

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Q:
What, exactly, have you done already?


A:
We have the basic game principles in place and running. Including a server connected to our repository that updates automatically when new content is added. What we don't have for actual assets, we are using placeholders (where possible). Most building can be built, resources collected, quad menus accessible.

In short, you aren't starting with someone's eye twinkle nor a Mod based around one persons idea. We are a team.

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Images

Heavy Roamer Attacking Enemy Base.


Ordering Bot


Droid Factory and Health Bot.


Ordering Turret to convert.


Mini Gun firing while hit with Turret fire.


Checking on Construction of a ATC Factory




How to Apply:

Please send a PM or email to me here, respond to this thread with your interest/questions, or visit our forums and leave a message to me.

Last Note: We are still seeking other positions as well; from Level Design to Animators.

_________________
Apprehension: RTS/FPS based off UT2004. New team members always welcome.
oXYnary
UO Noob


Joined: 26 Jul 2005
Posts: 2

PostPosted: Fri Sep 09, 2005 3:47 am

Though our main lead has been filled, we still require additional help in all programming areas. There is also the potential to be a secondary lead and/or have control of a specific class/area of the game.

Per UED3. Whos to say we cannot possibly port this? We can wait until its released and twiddle our thumbs, or work and polish this in the meantime.

A new image to help show where this mod is going:

Dropship and Mood Concept by Matt Waggle

_________________
Apprehension: RTS/FPS based off UT2004. New team members always welcome.
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