Jump to content

Rick's Blog

  • entries
    65
  • comments
    96
  • views
    26,141

LCP 2.0


Rick

8,013 views

 Share

There is no question that LCP (Leadwerks Community Project) 1 had some issues. I think we learned a lot from working on it and I'd like to apply those lessons and give LCP another try with LE 3. I'm thinking with CSG, "automatic" pathfinding, and a better scripting system that LE 3 has to offer will greatly increase the speed and quality of another LCP project.

 

This blog entry is to get a feel for people interested and to give a basic overview of the game and requirements. Unlike the last LCP there will be no voting on what people want. The goal is to duplicate the last LCP in scope and design so all that stuff is already created for us. In terms of the programming needed, I plan on being the puppet master but not directly do any coding (unless required because of lack of people). What I do plan on providing is leadership, organization, and design how the scripts should interact with each other to hopfully provide a smooth project with a great result!

 

Please let me know below if you are interested and what role you could fill. Note you aren't signing your name in blood here. This isn't a kick off or anything it's more about letting people see what this project would be about and let me know if interested.

 

I'm going to list out a bunch of "facts" about what LCP 2.0 will be/use

  • LCP will be Lua based (we will use entity scripts that are pretty self contained)
  • LCP will be a First Person Shooter
  • LCP will be 1 level taking place in a Subway
  • LCP will have 1 zombie model for the enemies
  • LCP will have 1 gun weapon (type TBD)
  • LCP's gameplay will be to similar to L4D. Get to the goal alive!
  • People who work on LCP will work on their own copies and promote their additions/changes to me where I will combine to make the final product

 

What we'll need

  • 4 programmers (FPS script, Weapon script, Zombie script, Menu/HUD script)
  • 1-2 CSG Level designers (Subway level AND level materials)
  • 2-3 modellers/artists/animators (we will be reusing as much as we can from LCP 1. zombie, weapons, props for level designer. if anyone knows where the source files for these are please let me know)
  • 1 sound person (weapons, environment, etc. Shouldn't be a huge demand on this persons time)

 

I'm not asking for a ton of time from the people on this project. In fact, it'll seem like you are more of a contractor because I'll have 90% of the design done and be asking for very specific things from each person and hopfully in the order so people don't have to wait very long to get what they need.

 

On the programming side each person will be given 1 script to make. I'll define how the interactions should work (the interface of the scripts so when they interact it'll all come together).

 

We don't plan to sell the game at this time. I won't be making any money from this. It's more to get a demo level up and running in LE3 as a community. Everyone who works on this will be recognized for thier hard work here and in the credits.

 

The idea is to keep the tasks small enough so people are able to stay focused but big enough to make them feel like they really contributed to the game. I also want to use the primary skills that people have. Often we are forced to wear multiple hats in the indie world, but here I'd like to give a feel for what can happen when you are able to focus on your primary skill.

 

I will primarily work individually with each person giving their tasks and the requirements around the task. There won't be many group meetings that you need to make.

 

The golden rule: No prima donnas. All I ask is to do your task to the best of your ability and nothing more.

 

I will give a deadline when I know who will be on the team and make a kick off post. Again, the way I plan on structuring this it shouldn't take a ton of your time.

 

Reply here or PM me if interested.

 

[EDIT]

Note that 2.0. The plan is to start simple with 2.0, but evolve it and add to it over time as well to have a 2.1, 2.2, etc. However all that at this time is out of scope, and when we get to those stages I'll do another post to see who wants to join (could be same or get some new people) and we add/change stuff.

  • Upvote 3
 Share

26 Comments


Recommended Comments



sweet initiative Rick. You can count me in for scripting. I think this approach is so much better than the previous one: one guy telling us what to do without having all kinds of debates, brain storms, polls etc. Also a reasonable team is much more suitable here.

All source code and assets are in the assets store under the game section. http://www.leadwerks...-source-assets/

Link to comment

Sweet Aggror! Thanks for joining. Do you know if it's the source for the models though or just the gmf files? When I tried to import some of the weapons they looked messed up. Example was the bat first person view the hands were all screwed up when I imported into LE3 so was thinking we might need the source for the modellers to modify/fix for LE2?

Link to comment

When I uploaded it, I included every asset that I could find . That includes max files, fbx, obj etc. Perhaps it is not entirely complete. I will check it out as well.

Link to comment

Oh ok cool. I'm sure it's good then. I was using my local copy when I tested. I'll download that version so I can get the art lined up for the artists. Thanks!

Link to comment

Nice initiative rick!

I personally wont join LCP2 because its only lua (lua is great but im c++ programmer ;)).

im also a bit surprised that you want to "copy" LCP 1 ?

Link to comment

@Furbolg Come on man embrace Lua :)

 

I want people to compare the results and maybe team members who were on LCP 1 and join LCP 2 to compare the process. I think the point of these LCP's should be to learn and find what works best when working in a team just as much as getting the game finished.

Link to comment

I would also like to help in this project.

I already followed the first community project and still think it was amazing what you all got working.

 

So if there is any free place for coding you can write me in.

 

If there is any need in a subversion repository i can provide one on my server with a daily incremental backup and weekly full backup on a second server by my provider

and if needed also a Redmine project account for everyone for project management.

Link to comment

@beo6 Welcome aboard! I'll mark you down as a programmer and assign a task next week when I get the design finished. Thanks for the offer on the SVN and Redmine. I'll consider it and let you know about that next week also.

 

We now have 2 programmers. Need 2 more of these and the remaining requirements of artists/level design/sound.

Link to comment

@YouGroove Would you be ok with making some props for the scene if we request some from you at some point? Not sure what it would be right now but we can let you know in a week or so if we need some extra ones that aren't already in the last LCP. Thanks!

Link to comment

I can also chip in if needed somewhere in lua or shaders.

 

Also github for source control is free and using pull requests instead of writing to master directly we shouldn't make the same mistake twice (overwriting code and stuff).

Link to comment

have nothing against git too. Even though i am not as familiar with it as with subversion and i think git is a lot more memory hungry when it comes to assets that we keep in the repository. (after all i only have a pretty ****ty internet connection)

But we can still use redmine for project management. It supports git too.

I learned to like redmine and its connection with version control systems.

Link to comment

SVN, git, mercurial. All is welcome. I use Git the most (With GIT extensions) followed by mercurial.

Github (open project) and bitbucket (closed project) are great websites for hosting as well.

Link to comment

I'll sort out that stuff but for now no need to worry about it :). I'll make a post to kick this off in the coming days. Please stay tuned for your tasks.

Link to comment

@Rick :

For textures, and realistic like games, i just pick textures from CGtexture site, and mix them as i need.

If you have some materials ideas, request, just ask also.

 

I read :

we will be reusing as much as we can from LCP 1. zombie, weapons, props for level designer

I hope you guys will have super detailled level textures with normal map and specular maps , plus next detailled gen zombies ?

It's LE3 : shaders , better graphics and engine, let's have detailled underground (cables , mecanisms etc ..) and characters :)

Link to comment

OK the team is set. I'll be drawing up details and tasks for everyone to do over the next couple days and make a forum post to kick off the project.

 

I'll be in contact with group members also. Stay tuned! LCP 2.0 is about to kick off!

  • Upvote 1
Link to comment

Hey! I can't not be in on this and miss out on all the fun again!

 

If you like I'll work on some more weapons / characters?

 

I also have an unused shotgun model which was never added into LECP

 

I am moving house within the month so I will have some down time as of late this month though.

Link to comment

Guest
Add a comment...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...