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Author Topic: Dark Prophecy Studios -- Recruiting  (Read 1171 times)

Ziljinn

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Dark Prophecy Studios -- Recruiting
« on: Apr 22, 12, 06:43:50 AM »

Company: Dark Prophecy Studios (US based)

Game: Advent Online

Style: MMO Sandbox PVP


Positions Needed:

2-Programmers
1-Creative Writer -- Position Filled
2-3D Modelers

If you are interested please PM me or send me an email ajmags13@yahoo.com with Advent Online and the position you are applying for in the subject line

Please note the descripton below is not very detailed anyone who has interest in the type of game we are trying to create will get a full rundown of our systems in the interview process. This is an Income sharing team and those questions will be answered in detail as well.



Pre Production -- We are currently in the pre production phase, while in this phase there will be much discussion, brainstorming and ideas flowing. We have to focus on the main vision for this game during this period so we can best utilize our time. This time management does cross over to all areas as we proceed, but the sooner we get into actual production of the game the better. In other words Pre Production will be popping up throughout the project a good example will be the combat system those working on this system will have a pre production phase a production phase and a through testing phase to insure the systems we envision will actually work and make sense within our world.

Concept -- The basic concept for this game will be taken from the main story line. The setting is 5 civilization's that are around  500 to 1000 years into development. The story will not have a tremendous effect on player built cities or PVP it will be in the game to ensure a solid PVE environment. It is important that we realize the main focus of this game is the sandbox concept and player city building and we must be very careful about how we direct the players in PVE. PVE will be in the game to extend the story we have created to the players and give them other things to do other than just killing themselves in a PVP atmosphere.

Game play -- Will consist of a full sandbox atmosphere where players make their own decisions and have full freedom to play the game and develop characters as they choose. Players will NOT be led around by the nose with a Questing system. While there will be  quests within the game to supplement various game mechanics, such as crafting and storyline,  they will not be extensive as in a theme park setting.  This sandbox atmosphere will be supplemented with a solid PVE system that will be designed to tell the story of a past civilization and also effect small portions of the crafting system. The PVE system will also pave the road for future expansions with specific story lines to back up such expansions. The best way to explain how this game will be developed would be a mix of EQ1, Ultima Online and modern games such as Darkfall and Mortal Online basicly the games that have had the biggest impact on our developers.

Feature List --  This feature list is for our current use ONLY we might have to make changes as the development phase moves forward but it will be our main objective to try and get everything implemented. I will list below in order of importance, so the beginning of this list will have top priority .

a. World - The world will be seamless and as large as possible, very large in fact . Entering Dungeons can be zoned but will NOT be instanced. Instancing will not be an option in this game unless a player is in a cut scene of some sort. We are currently discussing the best way to stitch this world together to work well with what we have in mind in size and scope.

b. Crafting - will be in the hands of the player. They will have the freedom to create many different variables of a given item. In other words, they will create their own recipes  and have many different combinations available to test and refine a given item. Crafters will have journals available to them to take notes and keep track of their recipes. Most of what players craft will be real life based in how they are produced from the most basic of resources (rocks, stones, trees, animal harvest....) and how they break down to form into the items (ore, metals, wood, bone, skins) needed to craft a particular item. it will be up to the players to test items to declare the durability, damage and balance. The only time damage will show up is in a players combat log. So for instance if you want to create a sword  for practice purposes you might create such a sword out of wood and have guild tournaments to hone PVP skills. Too many options to describe here but you get the idea.

c. PVP - this will be a complete open world PVP system. Cities will have roaming guards but will be possible to infiltrate. We will let players figure this out for themselves. Certain game mechanics will be implemented to reduce player on player griefing (this is still in the discussion stage and will be throughout the project). This will be an aim based system not "tab target" or very little tab target if any.... We are currently discussing the possibility of tab target healing . Friendly fire will  be implemented so you can damage Guild and group members but you will not take a gray/red flag for doing so.

d.  PVE - We have seen many games try to implement both phases of PVP and PVE and fail miserably. This will be what sets us apart and will be key to our game development. Our PVE system will include the regular animals endemic to a given area (Jungle, desert, forest ....) but it will also include some fantasy creatures as well (dragons, giants, ....) There will be some roaming contested group, multiple group, and raid creatures that inhabit the land. Some will be killed never to be seen again and be replaced by different creatures or slightly different creatures . These creatures will have some very rare drops that can be used in crafting to create a unique item to be one of a kind in the world . These creatures will also have the chance to  drop intact items such as swords helms staves etc....  which will also be very rare and unique in the world.

Setting -- I think this description of setting says it best,

The Dark Ages were an early medieval period of western European history. Specifically, the term refers to the time (476800) when there was no Roman (or Holy Roman) emperor in the West; or, more generally, to the period between about 500 and 1000, which was marked by frequent warfare and a virtual disappearance of urban life. It is now rarely used by historians because of the value judgment it implies. Though sometimes taken to derive its meaning from the fact that little was then known about the period, the term's more usual and pejorative sense is of a period of intellectual darkness and barbarity.

Thank you for taking the time to read and we look forward to hearing from those interested in joining our team.

« Last Edit: May 06, 12, 06:59:36 PM by Ziljinn »
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Lead Developer
Dark Prophecy Studios
Project: Advent Online MMO
ajmags13@yahoo.com

Ziljinn

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Re: Dark Prophecy Studios -- Recruiting
« Reply #1 on: May 06, 12, 04:15:25 PM »

The creative writer position has been filled .
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Lead Developer
Dark Prophecy Studios
Project: Advent Online MMO
ajmags13@yahoo.com