Hi,
To Alt Civ regulars:
Empires in Time (EIT) is a new strategy game a group of programmers and artists who met on GameDev.net are beginning to develop. We have some design done already, though more is needed. We're moving discussions of the game here to this forum, so stay tuned.
To the dev team:
Until we hear back from Pepe or we decide to appoint a new project leader (if he never shows up again), we should let the others know a little about ourselves and what we'd like the final game to be, in more detail than we had on GameDev.
I am a C++ programmer (though I'm just beginning to learn DirectX), musician, and artist. I've done 2D artwork for civ2 scenarios in the past, but have never done sprites. I've never done music for a game before, but possibly could, if I can get a hold of the right equipment (which I should be able to). I've programmed for 3 game dev teams, all of which fell apart shortly after forming.
What I'd like to see this game become is an epic level strategy game, with 1 year turns stretching from 4000 b.c. to 2000 a.d., and possibly beyond. I'd like to be able to dictate how many civs are in the game, not have the game dictate how many civs I can have... if I want 300 civs in the game, I should be able to have 300. I've also grown tired of the unrealistic nature of the city system (a city in civ2 encompasses nearly 500,000 sq. km, if I remember the math correctly) in civilization-type games, and would like to move to a provincial-based (or regional-based, as some prefer to call it) model, though cities should still have a realistic strategic and economic importance in the game. In general, I'd like to see a more realistic game also. Not every minute detail should be modeled, of course, and not even to 100% historical reality, just enough to where it has a realistic feel to it.
Anyway, any team member who would like to see the design doc I have, just email me, and I'll be glad to send it to you. Keep in mind, however, that the design doc is nothing more than a list of general ideas that need to be modeled... not the actual modelling of it.
To Alt Civ regulars:
Empires in Time (EIT) is a new strategy game a group of programmers and artists who met on GameDev.net are beginning to develop. We have some design done already, though more is needed. We're moving discussions of the game here to this forum, so stay tuned.
To the dev team:
Until we hear back from Pepe or we decide to appoint a new project leader (if he never shows up again), we should let the others know a little about ourselves and what we'd like the final game to be, in more detail than we had on GameDev.
I am a C++ programmer (though I'm just beginning to learn DirectX), musician, and artist. I've done 2D artwork for civ2 scenarios in the past, but have never done sprites. I've never done music for a game before, but possibly could, if I can get a hold of the right equipment (which I should be able to). I've programmed for 3 game dev teams, all of which fell apart shortly after forming.
What I'd like to see this game become is an epic level strategy game, with 1 year turns stretching from 4000 b.c. to 2000 a.d., and possibly beyond. I'd like to be able to dictate how many civs are in the game, not have the game dictate how many civs I can have... if I want 300 civs in the game, I should be able to have 300. I've also grown tired of the unrealistic nature of the city system (a city in civ2 encompasses nearly 500,000 sq. km, if I remember the math correctly) in civilization-type games, and would like to move to a provincial-based (or regional-based, as some prefer to call it) model, though cities should still have a realistic strategic and economic importance in the game. In general, I'd like to see a more realistic game also. Not every minute detail should be modeled, of course, and not even to 100% historical reality, just enough to where it has a realistic feel to it.
Anyway, any team member who would like to see the design doc I have, just email me, and I'll be glad to send it to you. Keep in mind, however, that the design doc is nothing more than a list of general ideas that need to be modeled... not the actual modelling of it.
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