pablobox
06-23-2008, 10:49 AM
I have a game that i love it's Capcom's Powerstone 1 and 2,but there isn't a next gen version of that game or another next gen game with the same feeling.
It's my favourite game and it's the funnyer game that i played ....they proposed it on psp but it's almost the same thing than dreamcast version ( i also love dreamcast a lot ).
http://www.meristation.com/EPORTAL_IMGS/GENERAL/juegos/SonyPSP-Arcade/aa/IMG-cw44427e36437c5/MeriStation_PowerStoneCollection%20(60)pe.jpg
http://www.vgmuseum.com/scans/dc/PowerStone.jpg
http://segasource.com/wallpapers/powerstone2-2-1024.jpg
I'm interested to do that game now next gen.There are a lot of fans of that game try to search in youtube if you don't know it.
The game is simple to do i think i can do it for sure on unreal 3 and the S2Engine that i developed and used a lot.I know a lot them both the real problem with a game like this made next gen is the huge number of art assets and the entire art design.
The main Idea is to make it as capcom would do it nowdays.
Street fighter 4 art style.
8 to 10 original characters with relative stages (mod comunity will expand it a lot further with any kind of characters from any game).vehicles and part of stage that you can contol(turrets,catapults...etc).
i think about that game from years but i waited to make it when times are mature and now with unreal 3 or S2Engine can be made a perfect version of it.
There i see a lot of good assets that is used mainly in portfolios or made for contests etc.
With all those models you can do easly a game or a total conversion so why not this.i think that is a good way to give something good and fresh to your portfolio.Demostrate that your models are as good in a game as in renders.
If people love that game ...capcom or fighting games ,unreal editing and so on can't miss that project.
The project is opened at any skill level expert artist will provide the quality assourance.
For now the team is composed by me and the profenix studio staff 2 hours a day but i'll go full time as soon the project come to form because i really like it.We will do all the programming required in ut3 and and glue all pieces together.i'll mainly solve all technical art problems but i 'll get involved also in asset creation providing sculpting,texturing,unwrapping, skinning,missing animations and so on.
we will schedule all but who wants to partecipate is not required to follow the schedule everybody can do everything as the only requirement you have to like to make it and say to do something before to don't have people that do 4 different versions of the same model.
You can put in the game whatever asset with any poly and texture budget to use the game as show place of your skills but mantain a main style is important only assets that follow the main chosen style and standards will be putted in the main distribution and all others will remain in the team version or shipped by the creator as addons.
To apply contact me on msn or skype at paolo.oliverio@profenix.com for msn and pablobox on skype or email me at pablobox5@tin.it
Mainly for first times the most required people are people who know unreal engine to make a lot of level prototypes to test gameplay and Concept artists.But all can apply from now to know earch others and estabilish the work flow make decisions create a site or a forum.
Rules:
1) Don't take it like a work you just work at work place and is stressing enought.
2) Don't make use of licenced material or specify it.We don't want problems so all have to be made by your hands.using at least royalty free resources.Say to others before to sell rights on something you used in the game assuming that you are however selling something completely done by you or others that helped you agree.
3) Everybody is unique and will spend on project as mutch time it can with skills it have so don't make problems if someone do less things as you or you have to collaborate with someone less skilled than you.It's sad to do those problems in an fan game.
4) There will be various versions and sub versions.The "for team" version is the more complete containing all submissions but can't be distributed to others if you want to show it to others there will be a specific version or if you whant to give the team version to your friends they have to apply.We will create a public version every time with all the permission by assets creators you can only distribute this to others or any your personal modification of that specifing what you have modified against the main pubic version.(you can not include any part of the for team version in your own distribution if not done by you.You have to specify in an apposite space what version you whant to publish where and with what differences between main public release attaching the exact readme that you will provide with any modification with the release.
5) Every one will be the main responsable of what it publish to others so pay attention before to publish any personal version.
6) When someone apply will receive the "for team" version as soon it submit something for the project or it will receive the last public version if available or only the strict necessary to do the task it want to accomplish after the first submission it will receive the for team version.
7) Is clear that you cannot sell any release also because is only a total conversion and also require the original game.but also if you have an unreal engine licence or you convert it to another engine that you have licenced.This game is intended to remain free with a major version for the team and a public version for others.
Ok after those serious rules let's make fun with this project.Good work to all
All specifications are from unreal engine but pumped because of small number of character on screen and little levels where you just know what is visible every frame.
So very big texture are possible and wery high polycount.
Shaders will be written from zero to fit the style.
It's my favourite game and it's the funnyer game that i played ....they proposed it on psp but it's almost the same thing than dreamcast version ( i also love dreamcast a lot ).
http://www.meristation.com/EPORTAL_IMGS/GENERAL/juegos/SonyPSP-Arcade/aa/IMG-cw44427e36437c5/MeriStation_PowerStoneCollection%20(60)pe.jpg
http://www.vgmuseum.com/scans/dc/PowerStone.jpg
http://segasource.com/wallpapers/powerstone2-2-1024.jpg
I'm interested to do that game now next gen.There are a lot of fans of that game try to search in youtube if you don't know it.
The game is simple to do i think i can do it for sure on unreal 3 and the S2Engine that i developed and used a lot.I know a lot them both the real problem with a game like this made next gen is the huge number of art assets and the entire art design.
The main Idea is to make it as capcom would do it nowdays.
Street fighter 4 art style.
8 to 10 original characters with relative stages (mod comunity will expand it a lot further with any kind of characters from any game).vehicles and part of stage that you can contol(turrets,catapults...etc).
i think about that game from years but i waited to make it when times are mature and now with unreal 3 or S2Engine can be made a perfect version of it.
There i see a lot of good assets that is used mainly in portfolios or made for contests etc.
With all those models you can do easly a game or a total conversion so why not this.i think that is a good way to give something good and fresh to your portfolio.Demostrate that your models are as good in a game as in renders.
If people love that game ...capcom or fighting games ,unreal editing and so on can't miss that project.
The project is opened at any skill level expert artist will provide the quality assourance.
For now the team is composed by me and the profenix studio staff 2 hours a day but i'll go full time as soon the project come to form because i really like it.We will do all the programming required in ut3 and and glue all pieces together.i'll mainly solve all technical art problems but i 'll get involved also in asset creation providing sculpting,texturing,unwrapping, skinning,missing animations and so on.
we will schedule all but who wants to partecipate is not required to follow the schedule everybody can do everything as the only requirement you have to like to make it and say to do something before to don't have people that do 4 different versions of the same model.
You can put in the game whatever asset with any poly and texture budget to use the game as show place of your skills but mantain a main style is important only assets that follow the main chosen style and standards will be putted in the main distribution and all others will remain in the team version or shipped by the creator as addons.
To apply contact me on msn or skype at paolo.oliverio@profenix.com for msn and pablobox on skype or email me at pablobox5@tin.it
Mainly for first times the most required people are people who know unreal engine to make a lot of level prototypes to test gameplay and Concept artists.But all can apply from now to know earch others and estabilish the work flow make decisions create a site or a forum.
Rules:
1) Don't take it like a work you just work at work place and is stressing enought.
2) Don't make use of licenced material or specify it.We don't want problems so all have to be made by your hands.using at least royalty free resources.Say to others before to sell rights on something you used in the game assuming that you are however selling something completely done by you or others that helped you agree.
3) Everybody is unique and will spend on project as mutch time it can with skills it have so don't make problems if someone do less things as you or you have to collaborate with someone less skilled than you.It's sad to do those problems in an fan game.
4) There will be various versions and sub versions.The "for team" version is the more complete containing all submissions but can't be distributed to others if you want to show it to others there will be a specific version or if you whant to give the team version to your friends they have to apply.We will create a public version every time with all the permission by assets creators you can only distribute this to others or any your personal modification of that specifing what you have modified against the main pubic version.(you can not include any part of the for team version in your own distribution if not done by you.You have to specify in an apposite space what version you whant to publish where and with what differences between main public release attaching the exact readme that you will provide with any modification with the release.
5) Every one will be the main responsable of what it publish to others so pay attention before to publish any personal version.
6) When someone apply will receive the "for team" version as soon it submit something for the project or it will receive the last public version if available or only the strict necessary to do the task it want to accomplish after the first submission it will receive the for team version.
7) Is clear that you cannot sell any release also because is only a total conversion and also require the original game.but also if you have an unreal engine licence or you convert it to another engine that you have licenced.This game is intended to remain free with a major version for the team and a public version for others.
Ok after those serious rules let's make fun with this project.Good work to all
All specifications are from unreal engine but pumped because of small number of character on screen and little levels where you just know what is visible every frame.
So very big texture are possible and wery high polycount.
Shaders will be written from zero to fit the style.