Registered Member #1871 Joined: [ 06:58 ] [ 11 May 2007 ] Posts: 13
Hi all,
to make a long story short: would you like to become part in the most historic moment in Interstate history..? Can you model AND texture..? Are you familiar with LUA or non BF based scripting..? Do you want to take your skills to a new level..? Did you always want to have your work used in a professional product and team..? Then join us in our quest towards the next-generation of Interstate gaming!!
Send your profile along with your most recent portfolio and skills list to:
There will be two teams available for you to apply to:
1.) Dedicated team - here you will have to spend a minimum of 2-3 hours a day to work on the project. You will have the possibility to have direct influence on the project and content design.. The position is target based, so do not apply if you can't spend the time on it or fulfill asked deadlines..
2.) Contribution team - there is no daily target but you do not have any influence on the content..
Becoming part of the team is depending on motivation and skills, so please don't be sad if we can't take everyone.. Everyone that was turned down, will be listed for closed beta testing.. !heart Let's roll!! Good luck to all
mike, i hate to be direct with you, but it's 2007. the IS04 mod is completely outdated, and practically dead. but seems like you're talking about an independent game here. the original is82 mod has fluorished into a fully-grown community, and the mod itself creates the backbone of that community. and with everybody already being well familiar with the is82 environment on the bf1942 engine, i'm unsure how much success it will achieve here. now if you're talking about a full boxed-game release and sale, that's a whole different story. if the game's gonna be making money, make sure all the members of the working team get a justifiable share of the profit, and a spot in the game's credits list nobody's really gonna want to work that hard for free unless there's a good reason. You can't really put volunteers under any pressure. unless of course, they're firefighters. but anyway, good luck to ya.
Registered Member #1871 Joined: [ 06:58 ] [ 11 May 2007 ]
RuBBa_cHiKiN wrote ...
mike, i hate to be direct with you, but it's 2007. the IS04 mod is completely outdated, and practically dead. but seems like you're talking about an independent game here. the original is82 mod has fluorished into a fully-grown community, and the mod itself creates the backbone of that community. and with everybody already being well familiar with the is82 environment on the bf1942 engine, i'm unsure how much success it will achieve here. now if you're talking about a full boxed-game release and sale, that's a whole different story. if the game's gonna be making money, make sure all the members of the working team get a justifiable share of the profit, and a spot in the game's credits list nobody's really gonna want to work that hard for free unless there's a good reason. You can't really put volunteers under any pressure. unless of course, they're firefighters. but anyway, good luck to ya.
Hey rubba,
lemme clear up a few of your points:
1.) IS04 has never been dead.. The work was suspended because of a lot of reasons like:
a) no one of us in the core team (Which was always very small consiting of never more than 3 dedicated people for is82 and is04) wanted to put so much effort in a mod anymore, as modding is great practice but doesn't offer any perspectives when it comes to serious game development goals..
b) After I have critisized the new german community manager of EA, he threw me out of the modding community (Andreas Koch, former leader of the BF 1918 mod.).. So I decided to never again work on any BF related products..
c) It was easy to find content makers, but hard to find dedicated artists that wanted to spend the time needed to gain the quality level we tried to set..
d) A constant battle within the community by some to create a splitt in our community and put any development regarding Interstate into a bad light..
Regarding a new engine and the workflow that the community is used to:
The past 2 years have been spent on finding alternatives to BF, additional games to mod or anything else that might function as a replacement to what we created before with IS82 and IS04.. We are fully aware that a project like this could only work if the basic functions of mapping (As done by our community in the past..) and would be equal to what they were used to with BF.. So we concentrated on creating a surrounding that would give the possibility to work with the basics all were used to from BF based mapping and additionally adding next-gen scripting functions, like entities, ingame GUI's etc etc.. Of course we have nothing else in mind than to specifically create what ya'll are used to in order to make the workflow that IS mappers are used to, compatible with the new Interstate project..
Regarding the commercial situation:
IS will NOT be a game you will have to pay for! It will be released as a freeware product downloadable by everyone that has an internet connection.. One of the main issues we didn't like so far about our mods was that you could only play our content when buying a commercial game.. This dependence caused alot of issues:
a) Patching - the time to wait for additional engine changes of the BF (Refractor) engine (If done at all..) to enhance development on our mod..
b) Patching2 - the ability to control changes of DICE that would create hurdles for our own innovations (Visible car damage, trailer hooks on trucks, animated entities or triggers etc etc..)
c) Loyal players would always have to buy the new game in order to play the same content..
d) No redistribution on other channels but downloads (CD's, DVD's etc) thus no more press releases on game magazines possible unless cleared by EA themselves..
The commercial side: Although we do not intend to make the game commercial, there will though be a membership based version and possibily a retail version available with additional features that can only be served in a slight commercial surrounding, like the possibility to play your own designed cars, without needing to add them to the game files itself, just create and drive on a server with your creation..
This though, does NOT mean you can't play the new IS without buying it.. You will be able to fully play it, fully map it, fully release your work to the public any which way you like (Even compile the maps all on a CD/DVD and distibute them..)
Regarding the sales per unit and profit: as I stated before there are 2 kind of teams:
1) Dedicated team 2) Contribution team
All that are actively working in the dedicated team will have the chance of getting a certain percentage of a possible commercial version or followup version due to their dedicated nature of working.. Those that choose to contribute will receive an official ingame credits listing, starting from a certain amount of work being finished for the game (Minimum amount of created content that is used in the RC version..) Even for non-commercial mods you need a deadline or target to reach goals, or did anyone in the community ask for money to be able to play the map..?
I hope that this clears up a few questions.. If there are any, feel free to contact me by mail or forum..