Darkhog
Jun 24, 2014, 08:29 AM
I'm kinda uncomfortable to reveal this at this point, because I got literally nothing (except some generic 3d platformer code for Unity), but I need help regarding models, because I can only do basic, non-animated stuff.
What is ProjectJ?
ProjectJ is community-powered, non-commercial Jazz Jackrabbit fangame in full 3D. It will retain level structure of original (DOS) Jazz Jackrabbit game (2 "acts" and boss fight), but it won't be a remake.
What ProjectJ ISN'T?
ProjectJ isn't based on unreleased jazz3 in any way, except it being 3D. It isn't remake of any previous games as mentioned above. I won't even use Unreal for that, just Unity.
What I need:
- Models for Jazz (don't know if Spaz or Lori will be in game at this point) and several basic enemies (turtles, bees) in order to make tech demo to see if people there will like it. They should be made so Unity will have no problem with those, at best using "legacy" animation system as Mecanim largely sucks. Blender models are preferred here as I don't have any paid 3D package such as MAX or Maya.
- Models for using as props. Tech demo level will be based on Diamondus so I'd like to concentrate efforts on stuff that are usually there.
What I can do on my own:
- Coding. As I said previously, I can largely do it on my own, either my own code or code from Asset Store. though additional programmer would be nice esp. for camera stuff - I couldn't program camera for third person game if my life would depend on it.
- 2D textures, this will be easy, esp. since I'm aiming for cartoonish style of first game rather than some hyper-realistic one.
- Simple, non-animated models e.g. for pickups (carrots, weapon pickups).
- Levels. Even though final release will contain level editor (I plan on using marching-cubes based voxel engine so editing levels will be super easy), most of stuff in base campaign (I plan after doing level editor start working on campaign editor so people could make their own custom episodes) will be done by me.
What is ProjectJ?
ProjectJ is community-powered, non-commercial Jazz Jackrabbit fangame in full 3D. It will retain level structure of original (DOS) Jazz Jackrabbit game (2 "acts" and boss fight), but it won't be a remake.
What ProjectJ ISN'T?
ProjectJ isn't based on unreleased jazz3 in any way, except it being 3D. It isn't remake of any previous games as mentioned above. I won't even use Unreal for that, just Unity.
What I need:
- Models for Jazz (don't know if Spaz or Lori will be in game at this point) and several basic enemies (turtles, bees) in order to make tech demo to see if people there will like it. They should be made so Unity will have no problem with those, at best using "legacy" animation system as Mecanim largely sucks. Blender models are preferred here as I don't have any paid 3D package such as MAX or Maya.
- Models for using as props. Tech demo level will be based on Diamondus so I'd like to concentrate efforts on stuff that are usually there.
What I can do on my own:
- Coding. As I said previously, I can largely do it on my own, either my own code or code from Asset Store. though additional programmer would be nice esp. for camera stuff - I couldn't program camera for third person game if my life would depend on it.
- 2D textures, this will be easy, esp. since I'm aiming for cartoonish style of first game rather than some hyper-realistic one.
- Simple, non-animated models e.g. for pickups (carrots, weapon pickups).
- Levels. Even though final release will contain level editor (I plan on using marching-cubes based voxel engine so editing levels will be super easy), most of stuff in base campaign (I plan after doing level editor start working on campaign editor so people could make their own custom episodes) will be done by me.