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Messages - RM-Hreyes

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1
Developer Hero Projects / Re: Visions of Zosimos
« on: Aug 29, 12, 04:43:15 AM »
I wouldn't think it is the same character if you did not say :) It definitely is an improvement.

I will follow this project closely.

2
Developer Hero Projects / Re: Visions of Zosimos
« on: Aug 23, 12, 01:57:00 AM »
Yes, I think you face a tough challenge with that. I assume the PvP will be restricted to 1vs1 because if not I guess even if you implement anything, it will be boring for those waiting (Just imaining a battle of 10 guys).

I have played chess too and yes, there are many options to force players to go faster, turn limits, total battle limits, total + add more time per move... but these are all for 1vs1 battles. Look forward to see more of this game.

3
Developer Hero Projects / Re: Visions of Zosimos
« on: Aug 21, 12, 09:22:52 AM »
It looks really great guys. What I am really curious to see is how did you do to put this in an online world. I mean, in the gameplay videos the player plays alone, as in a standalone game and it has everything a TGC player would want to see. Nice card art, strategy and slow paced gameplay. I would also rate the music as A++, it really matches the style of the game. But when it comes to online play, I really want to see how to interact a lot of players in the same board because one of the flaws of turn-based systems in MMOs is that players bore to death waiting for other players to make their moves.
I look forward to see more of this game, it looks very interesting.

4
Developer Hero Projects / Re: Visions of Zosimos
« on: Aug 17, 12, 04:13:09 AM »
I have been a TGC player since I was a kid so I really look forward to see the gameplay of this game.

Talking about that, are there any videos of real gameplay? Because I am really curious about it.

5
Developer Job Board / Re: [PAID] Graphic assistant needed
« on: Jul 21, 12, 11:57:10 AM »
I already hired somebody. Thanks for your replies all!

6
Developer Job Board / [PAID] Graphic assistant needed
« on: Jul 17, 12, 04:57:07 AM »
Hi there,

I have like 500 graphic models that need to be uploaded to the system. My graphic artists are not familiar with the Hero Engine so I need somebody to do the light task of uploading the art prefabs and assets to the engine and will be paid for that job. Some of them are animated but mostly are static world building prefabs like houses, trees, etc. Some 3D models have different textures too.

Feel free to add me at skype: u_r_my_frag or to post the bidding by PM.

Thanks,


Hugo Reyes

7
Developer Hero Projects / Re: Rolemasters
« on: Jul 02, 12, 05:39:21 AM »
A bit more about Rolemasters.


- 20 Classes, already defined. It may be controversial but we will carry on the risk of making a difference between males and females. For example a Sorcerer and a Witch won't be the same.

- 10 Stats: Which will directly affect the skills. As for Example, Strength.

- 168 Skills Already defined, all available to all classes although the cost varies depending on each class/skill pair. As for example, 1 handed slashing weapons.

- 1000+ Talents, already defined: Each Skill will grant talents given a certain level on it is achieved as for example, 2 slash combo.


Innovative points (or at least I have never seen in any other):

Quests depending on skills: Most part of the quests will depend on the skills of the character. For example a level of 100 in History skill will grant a quest to retrieve an ancient artifact lost in the past. (level 100 can be easily attained).

Cooperative Quests: Although a player may attain a quest, most of them will need a party, the others won't need to attain the quest to participate, the player attaining it must invite them.

NO STORES: There won't be any NPCs selling or buying stuff. All the items must be created by players.

NO POWER LEVEL: Killing monsters won't be a decisive factor to level up. Quests are what will make a difference.

Stocked time: This is really the strongest and most addictive point of the game and can not be disclosed here in public on its full, but the point of it is to lure players to login every single day for at least 30m to be able to make the most of the game.

Player Status: Some players will get special status which will grant them power over the game like granting quests or other status to other players and even control the monster spawning to some point. For example a player can be the king of a certain land, until another one dethrones him...



What will make a difference in this game?

MARKETING, me I am myself a marketing guy, experienced in the field of gambling, probably the most competitive online and I also work backed up with a few gambling related guys. That means money. It is oftenly said, a game needs 2 of the 4 following to be a success.

1. A very good product
2. A very well known company name backing it up
3. A good marketing campaign
4. A lot of luck


At least I think I have number 3, and I hope not to need number 4.









8
Game Dev and Gaming / Re: What most indies are lacking of
« on: Jun 14, 12, 11:53:11 AM »
In my personal opinion, indies are only lacking two things: engineers and artists. If you get to a place where you have enough engineers and artists that you are actually making a game, then you need to start thinking about how to build awareness for your game. Once you've got awareness and a playable prototype then I think you have two paths available: do everything you can to convince someone to give you money, or get very specific about what it's going to take to finish the game. If your game is large enough and has enough people on it that it could easily slip from those goals on a monthly basis, then you could think about using a product manager or producer to handle the communication and organisation of tasks for your project.


It can be done like that but in order to build awareness you need marketing, and if you want to do it the right way (or the fast one) money should be invested in that.
If you build the awareness and have a working prototype then you can look for investors but... those investors have invested nothing at the moment so they are likely to ask for a lot in return and since you already have invested a lot, maybe not of money but a lot of time and effort, you need to get any offer with the thought of "Ok, what I really want is my game to be online so if my only option is to sell my baby, I will". Or put it more simple, in the end you will need a producer so it is better to have it from the beginning.
Of course, it is not easy to have a producer if you have nothing...

9
Game Dev and Gaming / What most indies are lacking of
« on: Jun 10, 12, 07:27:34 AM »
Seems most indies think that making a game is to join up a bunch of programmers, artists, writers... sure they find out they need world builders and other positions but for some reason they utterly fail to understand that some positions need skill and not just any individual is suitable for them, namely:


DESIGNER

No, any guy with an idea is NOT a designer. Seems that just because you have an idea, you can be a designer and since I assume we are all humans and we all have ideas, we can all be designers. Not at all.

One thing is having ideas, we all have. Another thing is that our ideas are good. Obviously YOUR ideas are good for YOURSELF but since the whole idea is to sell them to the rest of the world, as a designer you should know what ideas are good and wrong, regardless of what you believe.

Another thing is to know how to put the ideas in a format that a programmer can understand or an artist can make. Also you should have a nice mathematical background if you plan your systems not to crash sooner or later.




PROJECT MANAGER

In an ideal videogame world, people will communicate effectively, everybody will know what and when to do things. Sadly, the real world sucks.

Most humans can not manage themselves, not to mention manage others. It is the old stuff "anyone can be a boss", huge fail.

There are many complicated management algorithms and they were not invented just because some bored boss had nothing to do at his desk. Management skills are very important and not everyone has them.




MARKETING

So, you plan to make a game and then? What? Sit on a chair and wait for players to come in zounds and get rich? Or maybe your idea is to share it with friends and since your game is so awesome the word of mouth will spread? Perhaps you think once the game is running you will think about how to sell it?

All of the above are completely wrong. Marketing is not just having money for it, it is to know how to do it. You may have $1M for marketing but if you have no idea on where, how, when and whom to spend it you are not going to get your money back or make profits.

Sadly, all your efforts to make a good product are useless if you do not know how to sell it. Even worse, you can have a crap of a program, if you market it correctly you will make money. Example:  Civony.




PRODUCER


No money? No anything dude. If there is nobody to back the product with money, it is a failure before starting. You can make a simple android app without any producer but a MMO? No way.

And not everybody can be a producer, a producer needs money, spare money, money for the project. Sure, we all have money but, who can spend it on a project that is 90% likely to fail? Somebody who has the resources to take the risk, and not all can say that. Also, a producer should have the resources to look for more funding if necessary because generally speaking, no game is made on the initial budget.


If you seriously think you want to make a mmo, make sure you have the right guy for the above positions and not just some wannabe.



10
I'm actually going to agree Hugo. I try not to moderate content too much, but the paid suffix here is misleading. I'm going to remove it and let you come up with something that covers your unique take on income share. :-)

I have put it as paid on escrow since it is paid on escrow...

And so that for you all to know, the sites used for pay on escrow are:


www.freelancer.com
www.odesk.com


I can list many more, but those are by far the cheapest and best.


Hugo

11
Developer Job Board / Re: Rolemasters hiring coders
« on: Jun 09, 12, 08:40:38 PM »
Did you read THIS part?

- I do not expect you to believe in my blue eyes to pay you so, payment will be put on escrow on any escrow service. I know quite a few places where they offer these services per around 5% of the full ammount. Another option is you trust me and you save the 5%, up to you. Anyways I WILL PUT THE MONEY AS SOON AS THE PROJECT STARTS. So, you know the money is there from the beginning.


Specially the caps one?

That means I put the money on escrow as soon as we agree. This means I have the money NOW and not that I expect to pay with the profits of the game. There is a big difference between this and other projects which will pay if the project is successful. I will pay even if no players since the money is there from the beginning.




Hugo

12
Developer Job Board / [PAID ON ESCROW] Rolemasters hiring coders
« on: Jun 09, 12, 01:17:56 AM »
Hi guys,

I am presently looking for scripters to make the system of the game. More details about it here:

https://community.heroengine.com/forums/index.php/topic,2741.0.html

And a brief introduction about me here:

https://community.heroengine.com/forums/index.php/topic,2731.0.html



So, basically I do not need any 3D artist because I am buying all the assets needed for the game and now what I really need is 2-3 scripters to create the system.

Here what I ask for:


- I do not expect a state-of-the-art programmer here since I am not paying for that, but I expect profesionality and commitment. Please do not bid if you can not dedicate a fair amount of time to the project or if you are already engaged in other projects.

- You will be required to sign a NDA.

- Experience in Hero Scripting Language

- Communication level in English (or Spanish)



PAYMENT


- Bid for the WHOLE project in PM Do not bid per hours or milestones. I know this is pretty hard since you still don't know the scope of the project but basically it is another MMORPG, nothing really unusual or original.

- Bid in USD.



TERMS OF PAYMENT

- You will be paid in full when the project is released, in its full ammount. This is because I am pretty used to work with freelancers and I know how often they jump out of the boat and how difficult is to find another one to continue the work that other coder started so, if you leave, you get nothing. We may arrange some milestone when the open beta is released but NEVER UNDER ANY CIRCUMSTANCES before that.

- I do not expect you to believe in my blue eyes to pay you so, payment will be put on escrow on any escrow service. I know quite a few places where they offer these services per around 5% of the full ammount. Another option is you trust me and you save the 5%, up to you. Anyways I WILL PUT THE MONEY AS SOON AS THE PROJECT STARTS. So, you know the money is there from the beginning.

- Upon bidding (and you will sign the NDA too) you transfer all the rights of the scripting to me and you refuse to ask for any money, royalty or any compensation of any kind except the bid amount.


Thanks, look forward hearing from you.



Hugo

13
Developer Hero Projects / Re: Rolemasters
« on: Jun 08, 12, 09:33:18 PM »
Appreciate the advice a lot. Actually the game is tuned on the paper... which means absolutely nothing once the system problems arise...

14
Developer Hero Projects / Rolemasters
« on: Jun 01, 12, 09:57:05 AM »
I was about to paste here the press release I have ready for my game, but I think in these boards people will be more interested in other things than reading another boring press release saying how cool my game is going to be.

So this is what my game will be:


CONCEPT: Fantasy/Medieval game where good races fight against evil races. Basically players will have to level, farm and make quests.

SYSTEM: Maybe here I am a bit more original... well not really. Level based system with skills and talents. Maybe the only point is that there are a whole lot of skills, a whole lot of professions and even more talents. Another good thing about the system is that it has been tested on pen and paper for like 20 years since I developed this system for playing brick and mortar.

COMBAT: Center in your foe, use talent X on it, watch its life go down.

QUESTS: Go to point X, kill N number of Y animals. Go to talk to Z guy.

ECONOMY: Will try to be realistic. I do not like to kill a wolf and get gold in return since wolves have no pockets to keep gold. So basically players will get items from mobs which they can trade in a store based system or sell it to the CPU stores which will pay peanuts.  And yes, the currency will be called gold which is more expensive than silver and cheper than mithril.

CRAFTING: Based on skills.


ENGINE:  HeroCloud

3D ART: I have it already purchased from different sources, mostly 3D markets. I am not talking about purchasing a few characters here, I have bought almost every 3D asset I need for the game (now as a good newbie I need to deal with the importer).


2D ART: I already have a couple of guys who can change the textures so that with a wolf mesh I have a german sheppard, a grey wolf, a white wolf, a dark wolf, an alpha wolf, an alpha white wolf... I think you get the idea. About the HUD, as simple as possible since I want the players to look at the screen and not at the nice HUD. Also Items, but most of them will be captures of the 3D model.



PLAN: I have purchased almost all I need for this, the engine, the 3d models and I have designed the system for 20 years. Now the only thing I need are coders. I am still evaluating the options of hiring them here or using the coders I have used for different projects (although they will need training).

What may be new in these boards is that I have allocated 60% of the total budget not to the game, but to the marketing. I have been working on advertising all kinds of products and trust me, it does not matter the product, it matters how you sell it.




And this is what my game is NOT going to be:


- A competitor of any AAA title. Actually it will not be a competitor of any A title. I would be more than happy if I am in the bulk of B titles.

- An original game: You know? This game is going to cost me what for me is a small fortune. I like to make experiments with soda, not with my money.

- A very beautiful game: I am using the assets anybody can abuy in 3D markets. They are simple but they come with the animations I need and they come rigged in the case I need to make more animations. Anyways, I want that ANY player out there with a low-end computer can play it.

- Another game which is not released.



Hugo

15
Developer Introductions / HReyes
« on: May 30, 12, 07:27:49 AM »
Hi there,

I would like to introduce myself and my project:

NAME: Hugo Reyes (yes, same as the fat guy in Lost).

POSITION: Designer.

BIO: I have worked for some of the big guys (Square-Enix as an example) in several positions but the ones I did the most were game tester and design assistant. This gave me quite a lot of experience on what NOT to do in order to develop a game.


PROJECT: Rolemasters (MMORPG).

I started designing a game back in the 80's when I purchased my first D&D system. I have played several RPGs after that and created my own version by 1990 and played it for around 20 years so, the system in the paper works and it is more than tested, now the whole idea is to port it as a MMORPG.


CONCEPT: The idea is not innovative at all. A fantasy-medieval mmorpg like other few millions. What I have done is to polish the system to make it more complete than most of the systems out there. This game will be geared more towards rpg geeks rather than common public due to its complexity but once the system is made I plan to make a script to auto-level players so that it is easier for newbies in the RPG field to play the game.

PLAN: Basically, all I need is a good engine (I have it now) a good designer (I am), several 3d artists (I have) and scripters. I am now in the phase of tinkering myself with the herocloud engine to see how it works and what kind of scripters I will need and once I have a better idea of it I will either train them since I have several coders but they have no idea about using heroengine scripting language or hire experimented ones here by paying them.

FINANCE: I am the only one who is going to finance all this and I really know how much it is going to cost me. Hopefully I will have enough funds for this, but just in the case I have investors interested to back me up.


See you in the boards guys :)



Hugo Reyes

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