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hiddenloss
WELCOME

ON


www.losslands.net


Salutation to everyone.

a followed the strange and somewhat cruel story of this Morrowind mod since a while now ( remembering a couple of years, on the official morrowind forum this guy creating really look a like hobbits "dwarfs" mod ) and maybe i got a way of "reusing" this talented team focus in game .....

We, at losslands project, are offering you the chance of participating in a game production you may already heard of : The Loss Lands. A 3rd person action/quest pc game with original designs and a trilling storyline. We are using the “virtual studio” way of working via the www.losslands.net forums. The objectives are simple : create a decent visual game demo with a top notch quality gameplay. If your interrested in joinning us, its simple ; Send us a cv or link to a portfolio at hidden@losslands.net with a litle bio of you, what yours goal in joinning the team, why, have you ever worked at a pro game video etc...Just openning the version 2.0 of the website, we still need members for the game development and creations. ... EVERY EMAIL WILL BE READ..All details are in the FAQ section of the website. So visit us soon
Sebastien “hidden”
Creation/design on the loss lands project.

Heres a list of places still available for the project:
______-=visuals=-_____
• modeling artists
• animator artists
• 2d artists (textures)
• 2d artists (logo's, icones,interface, wallpapers etc.)
____-=programmers=-____
• programming for engine (using Irrlicht game engine)
• programming for tools ( exporters, map editors, modding editors)
• programming rpg system ( leveling systems)
• programming combats systems
• programming for multi players fonctions
____-=Others (non the less)=-____
• sond effects ( create sounds, creatures roars and other ...)
• OST ( original themes , ambiances )



Theta Orionis
I've had a look at your site and forums, and would like to offer some constructive criticism.

1. You state on the site that the core team is French, and mention this in connection with spelling and grammar mistakes on the site. If you want to release your game in English at all - in particular if you are hoping for a commercial release - you will need to make some huge improvements there. At the moment, the standard of English used is not good enough for a game to be released in English. You might therefore want to look into hiring a translator right away.

2. I noticed this in the recruitment post on your site:
QUOTE
* quests creation (nobody can JUST do quests, will surely be picked up in the existing staff)____still need someone


It's a fallacy to assume that dialogue and quests are easy, and that just anyone can do them in their spare time. If you want good quests, you'd better start regarding quest writing as a specialised area of your production, just as you would consider texturing or audio as a specialised area. Having challenging and interesting quests is going to be an extremely important part of your game. Graphics become outdated. Good quests remain good quests.
Equally, don't ever assume that good dialogue is easy - it's not. Especially dialogue for an RPG.

Best of luck with your project - let us know when your demo is out! smiley.gif
hiddenloss
Thx you for your advices Theta Orionis.

first, Its real that i got some errors in my speaking,( i'm french speaking as you understand ), and its real that the spelling's a huge way of destroying our project if its too bad.To prevent this, i'm currently in search of a translator ( english/french) for a while now. ( hard to find )

For the "quest issue' i'll explain it a litle :
the project look for "nerver-load" maps a la morrowind /gta /jak 3 ....The way we will create "side quests" ( a portions of them ) is like this: when mister "x" work on the project. It automatikly rolleyes.gif give"s i'm a "land" in the project ( from the "welcome on your lands !" thing ) and, in this point of view, the mister "x" will create , if interested, its own side quests for the project......The main quest and others "story related" side quests are/will be created by the storywriter.
for dialogue ( not the fact that i'm writing as sh*t in english ) it will be done by cartoonist experienced artist. keeping it solid...
Abramul
Errrr...are you saying that each person will create side quests in the cells they're responsible for? You do, indeed, need a translator...no offense.
hiddenloss
what i'm saying's that when a member of the project become "active" ( meaning he's doing something for the production) He got himself a "part" of land on the original beta release. Like when someone doing himself a new house in a mod for morrowind or other game, but this time, its in the original game....So if this person want to create some "quest" or place traps or anything else on his own terrain ( new house, forest , nothing ...)he can and all "gamers" that will download the beta will see it.

Yes, we are searching for some translator for the game ....
tongue.gif

Peregrine
The point Theta Orionis was trying to make is that if you want good quests, you need dedicated quest writers. Just because someone can do good exterior building (to get their land) doesn't mean they can write good quests. If you stick to that plan, you're likely to end up with a lot of average to bad side quests. Quantity over quality does not work in an rpg.
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