Cool idea for MMO Third/First Person Shooter

I have idea about a free MMO that will include USA and EU in war, its planned that at end version there will be about 150 weapons and 7 attachments that are available for nearly every weapon (some of them will be available only to 1 weapon). There will be also character modification (clothes, armor, face camos, etc), to make chances of exact same gears drop to 1%. Everything you have to buy for in-game money which you receive at end of matches depending on how you did, there will be some ‘contract’ you can take to make money quicker. Each match is going to be 25 vs 25, 5 men squads, with 1 squad being primary (commander and 4 others under his direct command). Experience points are awarded for killing and capturing strategic points, in some promotions you will be able to choose weapon (out of 5) or attachment to unlock, you can have more then one of same weapon because there will be trade system where you can get rid of stuff for in-game money. There will also be option to ‘borrow’ weapons from in-game store, 1 day trial is free and can be used once to try out weapon.

I haven’t decided whenever its going to be 3rd or 1st person shooter. I’m searching for a team. If you would like to join, FOR FREE, as I don’t have any money for it, then feel free to ask.

I’m searching for:
3D animator
Character modeller
Few C# Scripters
2D Graphic designer
I’m modeller myself but I’m begginer

Maybe I will be able to pay for all this work if there will be premium accounts…

Must… resist… cynical post… argh!

This is a large daunting task, I wish you good luck :smile:

Sorry, but…

bwahahahahahahahahahaha :smile:

good troll tho.

I’ll try to be more helpful and constructive than usual:

Even ignoring everything else in this post, you’re asking for somebody to create 150 models for you, including textures and animation, for free. Assuming you find some kind of superhuman modeler who could produce a game-quality weapon like this every two or three days, that’s a straight year of full-time work for somebody. Do you not see a problem with this?

Your game design is basically “Battlefield 2 + MAG”. These games were created by teams of several hundred highly experienced people on a budget that would dwarf the yearly income of most small countries. Having an idea for a game is, sadly, not of any value. Everybody has ideas for games, but ideas don’t pay the bills or write the code. Neither do unpaid people.

If you want an example of a “low budget” game of the type you’re talking about here, I am reminded of the recent “Blacklight: Tango Down” which was released as a $15 dollar Xbox Live Arcade title. It was a generic “me too!” first-person shooter with experience points, etc. I’m unsure what the budget was for this game, but licensing the Unreal Engine 3 alone would’ve cost them close to a million dollars, plus the years of development and wages. It was garbage, in my opinion, but produced to a higher quality than anything that you’ll find coming out of small “indie” teams developing on their own time.

Admittedly you will find examples of free, even open source, networked first-person shooters on the Internet and these all have one thing in common: they were written by one or two incredibly talented programmers who work well together over the course of many years, fueled by their passion for games and a frightening grasp of 3d maths, not by a bunch of yahoos scraped together on a forum. Projects like that will attract artists who want to help out, for sure, but they’re the exception to the rule.

To produce the game you’re talking about you would need not only an office full of artists for the levels, characters, costumes, and weapons, but a team of experienced network and engine programmers to bring it together. You will need music, you will need sound effects, you will need testers, you will need a rack of servers. The list goes on.

You’d make an excellent project leader then, in my experience, as they rarely contribute anything of value to game development.

This looks like an obvious troll, but in the off-chance this isn’t, here’s my 2c:

Amadi, here’s my advice to you: please do yourself a big favor and start with a very, very, very tiny project. Try to do something like a modern Pong clone, from start to finish. That will give you a very good idea of the amount of work that goes into making a game.

If you multiply that effort by roughly 4 or 5 orders of magnitude, you will start getting a glimpse of the effort needed to do what you are describing: something that a team of roughly 200 industry professionals with $50M+ dollar budget (and I’m being very generous here) would MAYBE be able to pull-off, brushing technical difficulties aside.

So please, be realistic. It’s nice to have great ambitions but you must learn to walk before you can run.

ps: please lock this thread before it gets ugly :stuck_out_tongue:

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