Hammerwatch Forum

Custom mapping and Mods => Editor Discussion => Topic started by: Linaru on August 28, 2013, 02:37:51 PM

Title: [Recruiting] Custom map Design Team
Post by: Linaru on August 28, 2013, 02:37:51 PM
ill start with a short explanation and expand on it further down.
I am looking to put a team of people together to work on a very large map project, a scratch built remake of my greyfall campaign.
I am not looking for just anyone but for specific skill sets and amount of dedication to the project.

a lot of people have been messaging me about how they like my 'greyfall' campaign and asking when i will finish it, the map is an abandoned project i was working on during the beta.
its primary purpose was not to act as a full campaign but to show both mapmakers and the devs themselves just how good the editor is and to try and push its limits.

however as a result of the high number of messages i am planing to create a new campaign map based on the one in beta, the project will be approximately 5 acts long each act consisting of 3-4 floors. it will consist almost entirely of custom art and custom music. it will have a basic narrative story, world map and limited quest system built around the mechanics of the old map.

The size of such a project is far to much for a single person so im looking to put together a small development team for the map.

i need people with the skills to:

Create Scratch built mobs, completely custom art.   (Sprite Artist)
Create new tile sets and doodads                         (Pixel Artist)
Create custom sound effects for mobs and skills    (sound Artist)
Create Custom music tracks                                   (Music Artist)
Create completely new and unique puzzles           (Script Eventer)

i will be working on the overall level design and compiling all the resources created


If your interested please post below with a few examples of your work,a bit of information about you (time zones free time to work on project etc) and an explintion of what you think you can bring to the team.

Please DO NOT private message me. i get a lot of those :P

project
Title: Re: Custom map Design Team
Post by: KptnKook on August 28, 2013, 07:04:07 PM
I'm making ad adventure right now. My goal was also to show new aspects in script eventing besides the puzzles in those 2d games. i am maintaining an monkeyisland adventure style in the events and riddles to add a living ambience, using talking and reacting npc's.  I was very happy to see your way of scripting dialog into the game.

if you are interested in both immersive/adventure scripts in your game i would be glad to add some.  also classical creative storytelling is my best of interests. if you want to add some spice into the story, or need inspiration, i can give advice or just "listen".

but i'm no programmer. i get to my limits sometimes... if somebody would be there to help me out with some minor issues, i can improve my work and unfold the creative approach into a practical one much faster.
i'm also drawing a kind of cavetroll based on the boss-knight. so, i can also try myself in some pixelwork.


i live in germany.
i have got plenty of time.
i'm very interested in learning and in fact making a 2d game on my own (with gamemaker), which comes very near to this game, from the basics.
i can only show you the troll i drawn. i just begun my event scripting story, and would want to add more into it, to show you.

here is one pic of the troll. it's not done yet. and it's my first piece of pixelart! :) don't judge to hard on me! you can actually see the improvements in the details or the posture, by examinig the first pic and those at the end...

regards
Title: Re: [Recruiting] Custom map Design Team
Post by: lemec on September 05, 2013, 08:27:38 PM
I'm interested in working on sprites/spritesheets. I have a fair amount of time I can devote to the project, but I need specifics. I can't just operate on "I need sprites."

I can make creatures, environmental hazards and items.

Will we be using Hammerwatch's existing colour palette?
Also, what critters are required?
What actions will they be capable of?
What about sprite timings? How many frames needed for attack/pain/walk?
Title: Re: [Recruiting] Custom map Design Team
Post by: Linaru on September 05, 2013, 10:57:18 PM
I'm interested in working on sprites/spritesheets. I have a fair amount of time I can devote to the project, but I need specifics. I can't just operate on "I need sprites."

I can make creatures, environmental hazards and items.

Will we be using Hammerwatch's existing colour palette?
Also, what critters are required?
What actions will they be capable of?
What about sprite timings? How many frames needed for attack/pain/walk?

this thread is just to recruit specifics are to be discussed via steam or skype so we can all have some input.
check your pms
Title: Re: [Recruiting] Custom map Design Team
Post by: Juschlan on September 05, 2013, 11:29:38 PM
I can't believe it, that also someone else wants a Custom map Design Team. Thought about that before. If there's a Team it should do multiple maps.
I played around with the editor and I'm not a good mapper, because I suck at the easiest Scripting. I'd like to create the doodad-placement stuffs, but:
Quote
i will be working on the overall level design and compiling all the resources created
Maybe someone does the paths, someone the Design (Act 1 chains, Act 4 paintings), someone does the puzzles and secrets and someone adds doors, keys, money food etc. That way you could do everything way faster than a single person

I don't think, that you will find all that what you want, like a sound creator or music creator.
Good Luck! I hope your ideas can become true. I want to play more Hammerwatch maps!
Title: Re: [Recruiting] Custom map Design Team
Post by: Keefachu on September 06, 2013, 02:52:48 AM
I'd love to help, but the most I could do is throw out ideas, like new ideas for maps, enemies, and puzzles even. But I don't know if that'd be much help, hehe..
Title: Re: [Recruiting] Custom map Design Team
Post by: Linaru on September 06, 2013, 03:52:09 PM
I'd love to help, but the most I could do is throw out ideas, like new ideas for maps, enemies, and puzzles even. But I don't know if that'd be much help, hehe..

i have many ideas  to many to fit in a single map project but feel free to throw some out if you like.
Title: Re: [Recruiting] Custom map Design Team
Post by: MadMan on September 07, 2013, 10:05:53 PM
Do you have to be very skilled?
Title: Re: [Recruiting] Custom map Design Team
Post by: Linaru on September 09, 2013, 12:37:28 AM
Do you have to be very skilled?

well not very skilled but adequately skilled, want the music to sound good and the art to look good the only real way for my to judge that is for people to post me examples of their work..
Title: Re: [Recruiting] Custom map Design Team
Post by: Heretic on September 09, 2013, 03:37:40 AM
I wish I knew more musicians.
Title: Re: [Recruiting] Custom map Design Team
Post by: Linaru on September 14, 2013, 05:21:04 PM
I wish I knew more musicians.

you don't see many around doing this type of thing. i game music is significantly more work than some image files or new models.
Title: Re: [Recruiting] Custom map Design Team
Post by: Grokitach on September 14, 2013, 07:39:05 PM
Music artist ? I can be your guy :

https://soundcloud.com/duall1ty

I really like to work with epic drums and ambient sounds.


About sound maker, it's pretty hard to make your own monster/item sounds. I think that it could be better to borrow other games' sounds (Heroes of Newerth is a good source of sounds ;) !!)
Title: Re: [Recruiting] Custom map Design Team
Post by: Heretic on September 14, 2013, 09:45:45 PM
I wish I knew more musicians.

you don't see many around doing this type of thing. i game music is significantly more work than some image files or new models.

only if you want it to be decent :P
Title: Re: [Recruiting] Custom map Design Team
Post by: Shiftcore on September 14, 2013, 11:33:56 PM
I too make music but it's nowhere near the quality of the other guy. However if you want me to make some sort of in game, 8bit sounding loops then I'll be more than willing to cook something up for you guys!

http://www.soundcloud.com/shiftcore
Title: Re: [Recruiting] Custom map Design Team
Post by: Grokitach on September 16, 2013, 07:09:17 AM
Hey Shiftcore, your sounds are pretty cool ^^ ! And yours are somewhat better than some of my tracks in terms of production.


But I don't think that dubstep fits really well to Hammerwatch  ;)
Title: Re: [Recruiting] Custom map Design Team
Post by: Heretic on September 16, 2013, 10:46:46 AM
Hey Shiftcore, your sounds are pretty cool ^^ ! And yours are somewhat better than some of my tracks in terms of production.


But I don't think that dubstep fits really well to Hammerwatch  ;)
I guess that depends on the campaign eh?
Title: Re: [Recruiting] Custom map Design Team
Post by: Shiftcore on September 16, 2013, 06:34:07 PM
You're right, it doesn't. I am experienced in many fields of production however, including 8bit old style video game sounds. If there's anything that requires that please contact me, I will do my best to produce whatever you guys need!
Title: Re: [Recruiting] Custom map Design Team
Post by: Linaru on September 20, 2013, 01:45:01 PM
i am mostly looking for music that will match the style of hammerwatch's game music. just need something new for each of my dungeons and bosses.

you both have okay music but neither are hammer-watch styled which makes it difficult to tell if you'd be any god at the style i need. if youd like to have a go at a retro/hammerwatch styled sound clip it would make things easier for me to tell how good you are.

i also like the old golden axe games music =3
Title: Re: [Recruiting] Custom map Design Team
Post by: Grokitach on September 20, 2013, 02:05:35 PM
Epic drums and pads should fit well Hammerwatch's ambiance. If you are looking for someone that will do exactly what you want, you'll have to pay him for sure.

That's not my case. Just check out my map Hotlane. It includes great tracks, really different from Hammerwatch's, but it fits pretty well to the game.
Title: Re: [Recruiting] Custom map Design Team
Post by: NekoBaron on September 24, 2013, 04:04:46 PM
I may be interested in the Script eventer position since I've been playing with the scripts a lot lately and trying to understand them to update the wiki. I'm also can understand the XML easily so if we have any artists they can concentrate on that part only and let others set up the xml files.

Only questions would be who's acting as level designer or will you split it up with one person taking project lead and pass the general level designs onto others so they can implement them.

Plus do you have any idea of a time-scale you'd like to work at else I get the feeling it might end up with people running at different speeds and bottlenecking a lot causing people to lose interest.


Don't have any specific to post yet (other that the super early alpha preview of my campaign) but I've got a degree in computer games programming wasting away so I'm fairly confident I can come up with some interesting ideas in the script editor over time.
Title: Re: [Recruiting] Custom map Design Team
Post by: muz on October 02, 2013, 08:08:43 PM
Hi guys, sounds great Linaru  :D I'm interested in making custom mobs, doodads and puzzles although I've only made one complex map so far, it's all good programming fun.

I think the best way for a team to get going is to open source the design projects in hosted source code revision control. One way is using free github repos, there's a small learning curve with using GIT, but once you've got it set up the developer leaders can only allow contributions once checked thoroughly. The major benefit, which NekoBaron addresses, is that people will lose interest so additions to scripts/doodas/items/etc can be arbitrary in size using Git and new campaigns can easily branch off or (merge into) a set of decent custom game files (all be it this adds to download speed in lobby, but repos are 1GB limit anyway)  :o

I might make some custom mobs and tiles I'm working on available this way, to give an example of how a Hammerwatch custom map team could work, thanks.
Title: Re: [Recruiting] Custom map Design Team
Post by: Grokitach on October 03, 2013, 08:56:14 AM
It sounds awesome. I'll try to make a track for Hammerwatch.
Title: Re: [Recruiting] Custom map Design Team
Post by: Linaru on October 21, 2013, 02:48:31 PM
Update:

i am still trying to get a team together for this project, i have fleshed out the first dungeons layout and lemac has drawn me a couple of mob sprites and was working on another but i have not heard from him for a while.
however some thing in rl have been getting in the way and my concentrations been messed up these past few weeks.

at this stage i am trying to figure which direction to go with the dungeon map next.

muz & NekoBaron- if your still interested in doing some eventing i could really use some unique puzzles to put in some of rooms , the puzzles will likely open a dawn or spawn a chest.

Title: Re: [Recruiting] Custom map Design Team
Post by: NekoBaron on October 21, 2013, 05:16:01 PM
Update:

i am still trying to get a team together for this project, i have fleshed out the first dungeons layout and lemac has drawn me a couple of mob sprites and was working on another but i have not heard from him for a while.
however some thing in rl have been getting in the way and my concentrations been messed up these past few weeks.

at this stage i am trying to figure which direction to go with the dungeon map next.

muz & NekoBaron- if your still interested in doing some eventing i could really use some unique puzzles to put in some of rooms , the puzzles will likely open a dawn or spawn a chest.
I'd say I'm experienced with the scripting and can make some ridiculous puzzles if needed, at the moment I'm hoping to see if some extra scripting objects can get added to make variable checks simpler.