What we're doing
For the last few years we've had a license for an online Discworld/Terry Pratchett board game (ThudGame.com). This is the only online gaming license Pratchett's ever allowed. But we want to expand the license to an MMO. With that license, we could get some serious funding.
But to get the license, we need to create a truly impressive playable 3D demo, along with some quality concept art, and pitch the idea to Pratchett. Not a full game, but just a small area, one "zone". Nonetheless, it won't be easy: his computer is at the very top end, and with him being a bit of a gamer, we can be sure he's played all the really good looking games. So, more polys, more detail and more textures than the finished game would have. "Concept art as a playable environment". Doesn't even need to be client/server, it should run singleplayer on one machine.
We have the advantage that we have access to him, and a history with him, so he knows and trusts us (we hope!). But we'll be up against others who'd pay millions for such a license, so we need to demonstrate that we totally "get" the Discworld, and understand what he wants to see in an MMO.
Even given our history, there's only a slim chance of getting the license, and an even slimmer one that we make a go of it and make money out of it, so it would be best for you to presume that any work you do on this will most likely end up being written off as "for the portfolio." Pessimistic? Perhaps, yes.
Concept
If you don't know the Discworld, think "city at the beginning of the industrial revolution, with magic and dark, subtle humour". We need just one short street.
A single, very finely crafted zone, probably not even bothering with the building internals. Since it's a small zone it could be perhaps unusually high detail for a game, though still needs to be way low-poly compared to rendering. There is a list of items that are strictly required for the demo, and which we'd be very specific about: any other stuff you feel like doing is up to your own creativity and desire to show off.
6 building externals (3 would suffice, rotated),
5 items,
Generic street clutter,
5 animated (interactable?) characters,
2 Ankh Morpork streets,
1 skybox,
weather effects,
sound effects,
lighting.
If the demo grows beyond that, great, but that's the minimum required.
Engine/Hardware[b]
We're agnostic on this - we'll use whatever gets the job done best.
Odds are we'll use DarkBasic Pro or Torque since it seems to have more support for different types of texture mapping than RealmCrafter. I think of the three, only DBP does parallax mapping. If anyone has access to a visually better engine that we'd be allowed to use for this demo, I'd be very interested to hear it.
The demo must run smoothly, but would be run on the best gaming hardware that we could rent for the day, so this isn't a huge limitation.
[b]What we offer
* I can't pay up-front.
* I most likely never will.
All I bring to the table are:
- a knowledge of what Pratchett likes and dislikes
- access to him
- an established relationship and online gaming license with him
- what we believe to be the largest web-based community of Discworld fans as a starter community.
I also have a fair few years of experience in the community management, tech support, development and testing aspects of MMOs, and some good contacts in the industry.
However, I can offer little to no compensation, at least for this demo. Might be able to get some signed Pratchett goodies, but that's a less than 25% chance based on past performance with thudgame.com, so I don't like to promise anything on that any more.
What happens after the demo depends on what happens when the demo is presented:
1) We get no licence and are told to scram. Entirely possible with Hollywood so interested in the rights nowadays. In this case I can prettymuch guarantee anyone involved in the demo will be considered first in line for work on the MMO... but it won't be a Discworld MMO any more, so you might not be interested. If you remained interested, some form of profit-share would need to be worked out. At your option we can sell your models, textures and art through our e-commerce system, at the very least until you've recouped the money that we'd pay for them.
2) It's possible that we may get a license with clauses like "no external funding, must be free to play". So it could end up licensed but still Indie-funded. This would mean no wages for the forseeable future, except possibly for the dev leads, but is likely the best outcome for those volunteers who'd want a lot of creative input on the direction of the game, or who'd be interested in a possible profit-share rather than a flat wage. Again, we can sell your models, textures and art through our e-commerce system, and I would of course be willing to consider other funding arrangements as well/instead.
3) If we do get licensing or funding, there's a good chance we'd be offering proper paid jobs at industry rates, but I'll likely have a whole lot less control over recruitment, and the game itself. Either pTerry or the funders might have their own preferred art-houses, etc. My preference, particularly for a team that works well together, is continuity, so I'll definitely put your names forward and argue vehemently for those that did well. Just beware that politics might prevent it.
And either way, you'll naturally receive full credit for any use of your work, and we would be happy to be used as a reference.
Please be aware that there is a very small chance that we'll get this pitch through from the current stage, to actually having serious funding. The number of hurdles between here and there is huge. You can almost guarantee that you'll have to write this off as "more stuff for the portfolio". I have high hopes, but realistically, option 1 above is by far the most likely.
What we need
* 2D concept artists. The pitch will need to be accompanied by about 10 pages of blurb, slathered with lots of really good concept art. Something tangible for them to play with and take home. So, need art.
* 3D low-poly mesh artists/animators, ideally professionals with access to copies of Maya, 3DSMax, XSI etc, especially those experienced in statics and objects. We do have one character artist, but can never have too much talent!
* 3D Texture artists with a full understanding of various mappings, ideally including parallax mapping, and other DirectX9 compatible maps and technologies.
* Musicians. Might just stick a random MP3 on, though.
* Sound FX/foley guys.
* Possibly pixel artists for GUI design.
* Anyone else I forgot: if you can help, just let me know how.
For the demo, you retain copyright, and unless you choose otherwise, license us to use your work only for this one demo. This is not "work for hire," so we do not retain copyright.
This will change for the game itself, though, where we are likely to require copyright of all work done as "work for hire", or better, for it to be released to the public domain.
Also looking for
* An engine. DarkBasic Pro or Torque look like the best I can afford, but I'm very open to other suggestions.
* Other suggestions. Hey, they're always welcome!
Etc
If you're feeling keen and want a glimpse inside the pre-design of the game itself, there's a 135kb doc of my notes. Nothing's final yet, but it gives some idea of the directions I'm leaning in: dewimorgan.com/tmp/mmo-design.txt
Please get in touch if: you are interested (if so, what are your rates?); you know anyone else who might be; you know of more appropriate places to ask; you know others working on similar projects with whom I might be able to pool resources; or you just have questions or comments!
If you are interested, please let me know your rates, and your licensing terms.
Thanks for reading.












Re: Please read if you are a professional artist or developer.
Scarusto and I have had many long winded conversations on this exact topic. We (or possibly just I) think it would look cool using graphics similar to the pokemon gameboy games. This would also severely lower the processing power needed to run such a game.(Its mostly pixelated) We also thought, as the graphics are so simple, a character design featuyre could be implemented with restrictions depending on which guild and/or species you join. Obviously trolls would be big and rocky while wizards could have access to magic, limited of course, and watchmen could gain "bounty" for taking in criminals.
Just some ideas, and im pathetuiic at graphics so what would I know? Are you intending on a 3d render?
I know, lets all jump of the white cliffs of Dover holding hands!
Re: Please read if you are a professional artist or developer.
Yeah, if this was done as a 2D game with pixel art, you can count me in as a programmer straight away
But I think what's being aimed for here is a quite high-end 3D game... right?
www.colossusentertainment.com
Re: Please read if you are a professional artist or developer.
A 3D public domain client, so no reason not to have a 2D isometric client too. I'll try to design combat and such so that it doesn't rely on the 3Dness of it all: so instead of targeting with the mouse, like a FPS, you'd select a target and your character's skills would determine whether you hit or not.
Other aspects like playing thud and buying and decorating property will need to work with simpler browser interfaces.
So yes, an isometric client should be possible and fun and would mean that low-end machines could play more than just thud and the property subgames.
It's very easy to have a system which projects 3D properties into isometric, so creating the extra content could maybe be automatic.
Yet another geek.
Re: Please read if you are a professional artist or developer.
im glad this idea came along, thud looked like it was on its last legs, with only lettuce posting frequently, we needed a wake up call.
I would love to be heavily involved but im really bad at graphics. I know HOG is trying to learn javascript without much success.
HOwever one way I would be able to help, being 14 and all, is as a playtester. If we reach the non-pratchett puplic loads of people would go for it!
I know, lets all jump of the white cliffs of Dover holding hands!
Re: Please read if you are a professional artist or developer.
Can any of the game engines that you have been thinking about using import 3d models from googles sketchup if it could it would open up the possibility of the more amateur enthusiasts creating some models at low expense ie not having to buy any software to participate as the basic version is free.
http://sketchup.google.com/
Thinking entirely out of the box if you could write an API to turn sketchup files into a gaming platform you could have a pre done roundworld for Rinsewinds Office (Google earth with 3D on)
Also out of the Box if Google has a suggestions area for new ideas you could goto them with this as an idea and see if they would finance the game development so that they would have another interesting tool to share with the world it might tie in with their business models as they have the kind of server space that could host a MMO and a tool that could used for people to build games that would be scalable if they became popular could be profitable considering the success of WOW and SL.
PS I am still looking for a Job so if Google give you vast sums to do this I make an excellent Tea/Coffee/Odd job boy(OK i would have to dye a few greying hairs to still get away with boy
)
Where are we going and why am i in this handbasket?...
...Oh! always try to look on the bright side...
... Um anybody got any marshmellows.?
Re: Please read if you are a professional artist or developer.
Looking for a job myself
Google's free Sketchup will not export to 3D media - only 2D media.
Sketchup Pro can export to .3DS, so we would be able to use the shapes if someone were to use that. Or indeed any other 3D package under the sun, including free ones like Blender, Bryce, DAZ Studio, AC3D, etc.
Using stuff like OGLE, you could even design stuff in Second Life and export it, with a little work. Creating it in a proper package is better and faster though.
So, for static items, there are a ton of options.
Question is, would you want to use them? Would you want objects that have a bazillion polygons because they were imported from a pack of objects for rendering instead of games? Or objects that were a thousand times too big because they used a different scale? Or objects that were broken in some way or another? I would say that any package used to create them should be fine, but any object with an unreasonable number of polys should not be allowed ingame. More than 500 triangles for a simple static object is unreasonable.
For animated objects and characters, it gets trickier: you need to understand about "bones" and "keyframes" and stuff - Anim8or is one of the free programs available for that.
And definitely - if we get the license, Google are one of the first I'd approach with it, for various reasons: their culture, money, ability to scale, experience, and of course because I can be pretty sure that there will be many who'd want to help adapt Google Earth to make something less spherical and more chelonian in shape.
Yet another geek.
Re: Please read if you are a professional artist or developer.
I think that a fighting system should be turn based like final fantasy where there is a "speed" factor or a certain amount of allocated time before an attack is allowed. But i'll be one to opt out of any serious graphics design as i'll have more or less no idea what i'm doing.
Scarusto
Re: Please read if you are a professional artist or developer.
Hello, I guess I am just posting here to introduce myself to everyone. Sorry I didn't respond to you dewi_morgan, I was in a class at the time.
After reading everything here, I believe that Second Life would be an excellent platform for this to run in. It so openly accepts custom content. However the associated fees with actually getting anything worth having into it is pretty lame. (Paying to upload textures, and land).
As far as Engines, I believe that Torque would be a good place to prototype it. As you are going for the artistic feel of it all. And you want something single player, from what I have seen/heard about the MMO expansion to Torque it isn't really the best option for running a MMO.
But yeah, whatever gets it done is the best choice
Personally, I have Torque (1.4.2) and Realmcrafter. So I am fairly open to using either one