View Full Version : C++ programmers for game

03-16-2004, 02:57 PM
some friends and me have decided to make a game.
its a higly accurate and very realistic WW2 game.
we need some programmers to make an engine, and for codige a ton of stuff.

contact me if your interested..

pavylikespuddin- AIM
usaranger@columbus.rr.com- EMAIL
usarangeramerica@hotmail.com- MSN
pavy808@yahoo.com- YAHOO

thanks for my time

03-16-2004, 03:24 PM
Some advice:
You'll have a lot more responses if you post or link to some more information:
A more accurate description of the game, any design documents you might have, 2D or 3D, what genre (strategy, adventure, shooter...), etc.
What do you have so far? Any artwork, concepts, levels, plot, etc.?
A more accurate description of "some friends and me". How many people are involved. What are their skills. What would they be doing on the project. Does anyone have any previous experience on something similar.

Also, this is a web developer's forum, so you'll probably be better off looking in a game/C++ forum (though, for all I know you might have cross-posted this all over the net).


03-16-2004, 03:31 PM
our web designer took a vacation in the bahamas or somethin, the site will be up in a week or 2
i tried posting in a game site, and got some criticizm and a 'marine' yelled at me for posting there.

the game is a realistic ww2 shooter. first person. very realistic.

examples are. the AI has realistic vision, which means they can only see you if a reall person cold see you. (several games make the AI like a god who can sense the presence of a human soul lol)

the explosion splash damage will be realistic, and the weapons in the game can damage the environment. almost all thereters of war in WW2

and the game is called
1931-1945:World War II; the whole story.

it includes the japs expansion in 31, and the spanish civil war. as well as many other small conflicts that eventually led to ww2. there are no set objectives, just win the war.]

03-16-2004, 03:34 PM
friends.. i have some highly experienced modelers and skinners, and a maper. and a historian.

i have some kind of concept art, i havent scanned it yet. i can get it soon.

i have some music.
i also know some people who i can use weapons for recording sound X and recoil muzzle flash ect.

03-16-2004, 03:36 PM
im looking for people who know C++ curently, if any one has ANy leads, ill be happy to take them

once we get some stuff working, we can post some ingame stuff

03-16-2004, 04:51 PM
i tried posting in a game site, and got some criticizm and a 'marine' yelled at me for posting there.
I know you're sure to be flamed from some people with posts like this. But don't let that discourage you. But sometimes those flamers (and some of the nicer people too, like me ;P) have good points too.
That project you mention sounds like a very big one. If you've never done any work on a game before, going for something like this right off the bat has a very high chance for failure. If you do succeed, it will take a long time. I suggest (probably just as that "marine" did), that you start off with something a bit more modest. After that you can move to greater things. I gather noone on your team has much programming experience. Well, let me tell you, a project like yours is something that is very hard to do even for expert programmers. And experts aren't likely to jump into a project with people that don't have experience. You might get a few rookies, but then you'll have an incredibely hard time (or impossible) to finish the project.
You can take the same concept you currently have, but not make it extremely realistic, or even make it 2D, and not have such a complex AI. Sure it won't be as cool as what you have in mind, but you will have a good chance of seeing it come to life. And when you have that under your belt, then the same team of formerly rookie programmers will have a much better idea of how to go about creating the final game, and you'll also have a better chance of getting new guys when you say "I already made this game, come check it out, and now I want to...".

Best of luck,


03-16-2004, 04:54 PM
ive worked on battlefield mods before, as has most of my friends.
actually the marine was angry becauseapperently that forum was to be ONLY used for vietnam games.
he was the only one to think so, lol

03-16-2004, 08:14 PM
Writing, or even designing a good(fast/efficient) 3D engine is a very difficult job. Making mods for an existing game is relatively much easy because, you already have the engine and the glue that uses the engine to show what it wants.

If you are making the game yourself, I suggest using an already written 3D engine with the capabilities you desire. There aren't many that have all the capabilities, but I am sure you can find some. Quake's engine is old, but they released it to the public i think, so you maybe able to use that.

Just some thoughts..

03-16-2004, 08:31 PM
Writing an engine is pretty easy ... well at least the basis of it, it's improving it that will make you bash your head on a table!

How is it highly realistic? Have you already got an engine? Or is it that you would like it to be highly realistic? Have you got someone to handle the mathematics? Have you drawn up at least some project management materials? Overview, gannt, feasibility study etc .. ??? How is it going to be published/who is going to publish it? There's a ton to stuff you haven't mentioned yet. You can't just dive into a project, especially when the people are all over the world. This sort of thing will be held together by a thread unless you have a solid base!

What compiler & API are you using even?

The reason you get flamed is because you aren't the first n00b to want to do this. Every few weeks another group of people who haven't done much more than mods and a few introductory tutorials get together and go post on forums looking for experienced coders to do the job. Without extensive project planning you aren't going to get anyone good!

03-16-2004, 08:41 PM
Our Goal for the game is to achieve a realistic, fun gaming environment.
We strive for realism however there can be acceptations.
Follow an impeccable timeline.
Accommodate battles with conflicting dates.
Allow a battle to be fought from multiple points of view.
When a soldier dies he is no longer in the game, you will take over the nearest allied player and fight the war as if you were him.
If you are not reasonably visible the AI will not target you.
No Invisible walls islands are boundless.
Game play will not be repetitive triggers will have variables that change how you arrive at the resolution of the battle.
Characters take realistic damage.
There will be ample cover provided by allied units, and places to take cover.
Accurate weapons, vehicles, maps and soldiers
In order to make game play more interesting you can have three rifles, two Pistols and a reasonable supply of grenades.
There will be an action menu. Walk to the object you want to use, press the (predetermined) key or butten, the game will pause, pick your action. example: you walk up to an anti-tank gun, press the butten, and the menu will come up and ask if you want to move the gun, or fire the gun.
We will do our best to include a multiplayer feature.
Very realistic setting damage.
Very realistic setting.
Realistic splash damage

If you are interested and qualified please contact me, and we will talk.

Thank you,

03-16-2004, 08:42 PM
I think that's *gantt*

03-16-2004, 08:43 PM
some of my modelers used to work for a 3rd party made game. perhaps u heard of it? planeshift