Paid programming job available (Indie budget)

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Hey guys, I'm getting further into my project and am beginning to need some help on somethings that I am willing to hire extra help for. I'm on an indie sized budget, so not offering big bucks, but a short contract with a payment system we both agree on.

I'm using Blitz3d v1.99, so no other .lib or external libraries. I have several pages of documents explaining my thought process on each aspect of what I need for a clear understanding of exactly what I want.

If you feel you can offer up some free time to earn some extra cash, or would just like some experience, please email me at furiouschad@... or post here. You can search through my previous posts to find out more about the project, and see how far I've gone.

Anyways, thanks as always,
Chad

Hey, I am interested but couldn't find a thread about your game project. Please provide some details or links. Thanks.

Probably this one:
http://www.blitzbasic.com/Community/posts.php?topic=75833

I'm interested too, email me at nawitus at gmail.com
My sig has a link to one game I've made with Blitz3d..

I have time for programming and/or artwork if needed...

>markcw
Thanks for posting that link

>Others who have emailed me, I have emailed you back with the same information as mentioned here. If you're still interested email me back :) Only bonus is extra pictures here.



http://www.blitzbasic.com/Community/posts.php?topic=75833

There's a link showing some screenshots of the project 10 months ago. It's a World War 2 submarine simulation, so you can see why I was watching your progress on your underwater scene.

Somethings I will need help with is re-doing some of the water. Currently, I love the way the water looks, except whenever something is below the water line, it doesn't distorn correctly. I want the water plane to be somewhat transparent but not like it is now.

There will also be some camera controls. One of the things I'm striving on is a no HUD game, everything will be available though that is normally found in the hud. So instead of having a clock on the HUD, press "t" to bring up a watch that the player is holding. Also zooming in on the mousewheel to zoom in binoculars mode.

I own a license to particle candy, and have not found an effective way to implement this without destroying my frames per second when having 20-30 ships on the screen at once. I might just have to overhaul the entire smoke particle.

I'd like to be taught, (I learn by example so you'd have to do one, then I could always use it as a reference) how to create way points for the ships. Right now I'm just using translateentity ship1,0,0,90 and it just travels a straight line to the end of the map. I'd like to be able to make some ships travel different patterns, such as zig zag, or go from port to port, etc.

Lighting is a big one, I don't really need real-time stencil shadowing, but, on the boat I'd like 2 lightmapped scenes, the normal white light, and the rigged for red light. Then, in the code archives I found a Day to Night transition code. I'd like to be able to implement that. I don't know where to begin with that so I'd wait for directions from you if I need to buy a pack of skyboxes or whatever.

Everything I have so far in the project, you will recieve. I will not hold back anything, so then we're on the same page. I'd like a weekly build (hopefully it doesn't take much longer than a month). There are some more ideas I will need finished, but this is just to let you know kind of what you will be doing.

Thanks for your time!
Chad


As mentioned, here's some extra model renders I've made as of recently. Untextured at the moment but coming along nicely.

First render is of an untextured LOW-RES VII-C U-boat. This will be used as a static boat, that you see in port or in the open sea. Not a lot to it, and that's why I like it.


Next is the hand/watch thing I was talking about. The hands on the watch I'll have to program, but shouldn't be a biggy.


Last but not least, a mean Destroyer.


Okay, the position is filled.

After a couple of hours chatting back and forth about plans, and purchasing FastExtension, plans are being made to revamp the game from ground up using an OOP style of programming.

If you would still like to help, with graphic side of things, with models, textures, or other such type of artwork, please inform me. There's plenty to be done.

However, since in my book, gameplay comes first, my budget is drastically cut with the hiring of the programmer. I am willing to offer a little bit of compensation, and recommendation if needed.


Thanks all for your time and help. It's getting really exciting to see my dream take shape in a new form and come to life!
Chad

If you would still like to help, with graphic side of things, with models, textures, or other such type of artwork

I can help :) My email is in my profile and some of my own games can be seen on my site. I can post/send more artwork if you like.

John