John Ratcliff's Code Suppository

A place where I insert my code into the anus of the Internet.

 

Tuesday, May 31, 2011

Duatiu ; A Massively Multiplayer Online First Person Shooter written by.....you?



For those who follow this blog, please check out the website and postings about a new project I'm trying to get off the ground.  Feedback, but more importantly, partners wanted.

4 Comments:

  • At 3:43 AM, Blogger Bryce said…

    Sounds like a great idea, and a very interesting business plan, though you might need to adjust shares based on total hours not put in a fixed hour amount.

    Are you making your own engine? It would be cool to have everything from the ground up coded by a small group or even one guy, but it might not be too realistic unless you've already put a lot of basic engine work in.

     
  • At 5:43 AM, Blogger John said…

    Bryce,

    The idea that one share of stock equals one hour of work is just a ball park way to think about.

    In reality no one is literally reimbursed a share of stock for one hour of work. What they do is bid on a portion of the project, providing a rough estimate of how many hours they think it will take them and a number of shares is negotiated for that specific piece of work. The shares are only given out when, and if, that block of work is delivered and accepted.

    The one share equals one hour is meant to be a just rough way of thinking about it; so that different members of the team feel their contributions are being valued equitably.

    And, yes, I am writing my own game engine from scratch. I considered using Unity but decided against it, and not because of cost or capability.

    The technical requirements for the game are actually rather low. I have decided to use a baked in radiosity solution out of the gate. I am using a method of texturing where I can render an entire territory (400 meters on a side) in just a few draw calls.

    The baseline framerate to render the 'world' will be about 300-500fps. That leaves all of the rest of the resources for rendering characters, weapons, artifacts, and special effects.

    It also lets me really scale the game based on the platform. For say an Ipad or Honeycomb tablet, I could easily reduce the texture density if necessary without sacrificing game play.

    John

     
  • At 2:10 PM, Anonymous Anonymous said…

    I'm 29 an have the same feeling like you. Why should I work for someone else on his product, to get only a little bit of the cake?

    Did you quit your daily job or when will you program, during sleep?

    How will you coordinate all this people, assumed somebody will take the job openings.

    And I still don't get it, what kind of partners are we(50-50)?, when I would help you? Is everybody equal in the team?

    FF

     
  • At 2:25 PM, Blogger John said…

    @Bryce,

    I answered a lot of your questions on the development blog for the project; which this post links to.

    To manage everyone, one of the positions I want to fill is a producer. And, no, I'm not quitting my day job any time soon.

    The project is, in many ways, pretty far along. The blocking point is really the pieces I can't easily do myself. That's why I put out the call for some additional assistance.

    The most important thing I need right now is artist support, and some basic infrastructure stuff like web master, community manager, PR, stuff like that.

    On the server side, I need help dealing with billing and account management but the rest of the core MMO client and server code, I have a pretty good handle on myself.

    John

     

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