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Developers Corner 

Help Wanted  » HeroEngine - Developer Seats

16 posts found
  Agent69

Novice Member

Joined: 9/13/12
Posts: 2

There is no "I" in team.

 
OP  9/13/12 1:35:48 AM#1

Hello everyone!

Me and my dedicated programer is looking for a dedicated group that would like to work with us on HeroEngine. I have bought the Lifetime License Subscription and I have 98 developer seats available and searching for a nice group that can help me get a game started on the engine. I am mainly a digital artist and concept artist but I have been writing down a game design document for a while with many game ideas. Though I lack programing skills, I do wish to learn the HeroEngine as much as I can to help those that decide to join me in creating a nice MMORPG. I require a serious bunch that knows how to have fun and can be serious when things needs to be, though humor is good, there are times when one does need to pay attention to themselves and their surrounding.

Please have at least 1 year experience in whatever your field is, since I am well into my field of digital art and concept art, I desire to have a group of the same standards as me. Also be sure to be at least 18+ for legal sakes (sorry). If anyone is interested, please send me a PM and I will review your abilities and see if you can join!

NOTE: This is not paid work or payment per asset, this is just the creation of a team to get started on a game in mind and gain experience in the HeroEngine. With time, you never know, after all the effort, we might create a goldmine!

Looking for a development team, PM me if your interested to join!

  Hokie

Elite Member

Joined: 1/11/04
Posts: 1054

Hey Devs, just so you know. The more you give us to play with, the more we play.

9/13/12 1:49:47 AM#2

I imagine that wasnt cheap. Ouch. :)

 

Good luck with your endevor, your dream.

Make it a great game and I promise I'll play it.

And remember you dont have to innovate to make a successful game, you just have to make a fun game that holds people intrest.

"I understand that if I hear any more words come pouring out of your **** mouth, Ill have to eat every fucking chicken in this room."

  Agent69

Novice Member

Joined: 9/13/12
Posts: 2

There is no "I" in team.

 
OP  9/13/12 2:17:38 AM#3
Originally posted by Hokie

I imagine that wasnt cheap. Ouch. :)

 

Good luck with your endevor, your dream.

Make it a great game and I promise I'll play it.

And remember you dont have to innovate to make a successful game, you just have to make a fun game that holds people intrest.

Thank you, I will keep that in mind as things progress.

:o)

Looking for a development team, PM me if your interested to join!

  Cleffy

Hard Core Member

Joined: 5/09/04
Posts: 5518

11/14/12 5:19:18 PM#4
The Hero Engine and BigWorld engine are actually easy to startup in.  There are costs, but no where near the costs of other engines.  Also the Hero Engine has probably the best level designing tools in the market today.
  EthanC

Advanced Member

Joined: 8/14/06
Posts: 39

2/23/13 4:50:40 PM#5
Originally posted by Cleffy
The Hero Engine and BigWorld engine are actually easy to startup in.  There are costs, but no where near the costs of other engines.  Also the Hero Engine has probably the best level designing tools in the market today.

It's not really that great actually. The last two MMO projects I worked on spent the overwhelming amount of their financing on trying to wrestling it into producing what they want. The level desinging tools are also clunky and to be frank, archaic. 

www.Divergence-Online.com

  ArChWind

Hard Core Member

Joined: 3/19/11
Posts: 499

2/23/13 9:22:06 PM#6
Originally posted by EthanC
Originally posted by Cleffy
The Hero Engine and BigWorld engine are actually easy to startup in.  There are costs, but no where near the costs of other engines.  Also the Hero Engine has probably the best level designing tools in the market today.

It's not really that great actually. The last two MMO projects I worked on spent the overwhelming amount of their financing on trying to wrestling it into producing what they want. The level desinging tools are also clunky and to be frank, archaic. 

 

From First hand experience with this engine I agree with you Ethan. Although Hero Engine is still a good choice I think the 300 bucks for a lifetime would have been better spent of a non-cloud engine. The engine is clunky in building stuff unless you spend a considerable effort in making scripts to build your game. My other fear is that in a cloud based development environment the developers could pull it anytime and you’re out all your invested time. Not saying HE would do that but Multiverse showed that the company eventually could not support the development environments even paid environments. Several project that were close to release and one released project went belly up. My project at MV died due to my refusal to instance the world in order to prevent memory leaks since I wanted a open world and no source access to fix it. Later they released a open source model but the aftermath of the whole thing of closing down kind of killed development efforts for many of us.

Now a Company license in Esenthel is 500. Although Esenthel is C++ which is not a problem guys like me who have 30 years of the programming it still has some major rendering issues when you start adding dynamic action meshes to it. Another issue is that the Esenthel engine does not have the out of the box server scaling of HE or Bigworlds so if you make a great game you’re going to be fighting the network infrastructure trying to keep a shard running unless your team has developed a good network package. Also with the SQLite as a database you are going to face bigger issues unless you code in a MySQL or PostgreSQL driver which means you need more coding in the engine to make it a MMORPG engine.

BigWorlds is still available for 300 bucks as an indie license but it is now completely unsupported by the BW staff now that War Gamming has purchased BWT. The community is not growing and those left are faced with working through issues themselves. The other problem with Bigworlds is the design of this engine and the complexity probably goes beyond most users level of skills so they get frustrated. It is not some klink and play build your game and go kind of engine. You really need to know your shit to use this one BUT it is well documented. I personally love this engine though as it can do more than any of the other engines on the market at this price tag but I also have a much more understanding of the functionality. The incredible server clustering available makes scaling of the worlds possible into the millions of users.

just my 2 copper,

  EthanC

Advanced Member

Joined: 8/14/06
Posts: 39

2/23/13 9:53:06 PM#7

No, you're actually totally right.

I've worked with them all over the last few years, actually two other "major" indie titles that are on here, albeit briefly. From an outside perspective I keep seeing these same groups having the same problems and they don't collectively know why. It takes either team over and entire day to do what I can in a matter of minutes with our current engine and most of my time was spent trying to keep from bashing their choice in game technology lol.

Bigworld... was... Well the tech demo was great but getting something like that to work in a real world scenario didn't pan out. Their server setup rocked my socks off at the time. I don't know if it's changed recently but to give one example we needed additional "python" scripters for Bigworld and trying to find those guys was even worse than trying to find programmers in general. In the end, it wasn't cost-effective.

They all had serious shortcomings, and keep in mind I spent 3 years trying to wrestle C4 engine into something more than an amaeturish hobby engine, and I've worked with virtually every engine you can think of. Most recently, aforementioned "two more tours" of Hero nightmare as well as moonlighting on a gig with Unigine, which is a nice engine but once again, is it worth it.

The problem ALL... ALL of these guys get into once they get a little bit of money is always the same, they make  brash decision to use the first engine they come across based solely on the promises it makes on the websites, then no matter what they spend every penny of that financing desperately trying to validate that decision and refusing to reverse it under any circumstance.

But I digress. I'm only with Esenthel because I invested half a year in it before deciding it was, out of all the engine's I've worked with, the best for my project with respect to "What can it really do", taking popularity out of the equation. Essentially, out of a slew of bad choices, it was the least bad by a good margin. So far i've only had two real issues, it's lack of occlusion and server scaling but fortunately the latter is a non-issue as I probably won't stick with Esenthel's proprietary handling. I invested early in another technology that, when sold to another company, paid off bigtime for my efforts and gifted me the source.

You obviously know your shit. What's it going to take to get you onboard with Divergence? :)

www.Divergence-Online.com

  ArChWind

Hard Core Member

Joined: 3/19/11
Posts: 499

2/24/13 6:31:45 AM#8
Originally posted by EthanC

 

You obviously know your shit. What's it going to take to get you onboard with Divergence? :)

I spent a couple years on the board there, even wrote the big tutorial on building massive worlds and how to get the data into it.

Not in anyway knocking it. Esenthel has one of the fastest development pipelines I have ever seen. If you spent the five hundred bucks and got the company license then you have the needed user data objects that are required in a MMO development environments. With the latest EE2 you have instant collaborative development environment which moves it ahead of BW in that department.

I was going to use it but was on holding out because BW was making the 2.1 release which added the MySQL, fixed a bunch of bugs including the jitter problem. The two factors which were the reasons I would not go that direction and was hanging on with Esenthel. With those fixes, the demo engine, as you call it became a pro ready version of their already out of the box MMO product. The only thing you can’t do is add in third party stuff. Bigworld you can build anything you want as with Esenthel and HE but the fact that it is already a client/server development environment means you’re not going to fight to survive the influx of users since you just throw another core at it when the user base increases besides BW now has no limits on CCU.

Well anyway, I am currently working on my own project and trying to get my own people and if by April it don’t happen I may give you a shout and see what we can do with the code although I am not a big fan of the science fiction theme. :)

  Loktofeit

Elite Member

Joined: 1/13/10
Posts: 12387

Currently playing EVE, SMITE, Project Gorgon, and Combat Arms

2/24/13 7:44:42 AM#9
Originally posted by ArChWind

Well anyway, I am currently working on my own project and trying to get my own people...

If all of you people would just let go of the reins of writer/designer/developer and actually work together, you could probably create something rather amazing. It means accepting someone else as lead, which seems like something none of the hobbyists seem to want to relinquish control over.

Many of you have been at it for five years or so. Some even more. It's worth it to stop and consider realistically how far along you will be in another five years and compare that to where you can be if you band together and combine talents to actually complete a project.

I'm serious.

"And wikipedia is as accurate as Britannica. Wikipedia is very reliable. You would be hard pressed to find a more reliable source for these kinds of things." -fivoroth

  corpusc

Novice Member

Joined: 7/25/03
Posts: 1378

CHATTANOOGAN

contact me if you are seriously interested in
* C#
* making an old schoolish FPS

2/24/13 8:21:08 AM#10
Originally posted by Loktofeit
Originally posted by ArChWind

Well anyway, I am currently working on my own project and trying to get my own people...

If all of you people would just let go of the reins of writer/designer/developer and actually work together, you could probably create something rather amazing. It means accepting someone else as lead, which seems like something none of the hobbyists seem to want to relinquish control over.

Many of you have been at it for five years or so. Some even more. It's worth it to stop and consider realistically how far along you will be in another five years and compare that to where you can be if you band together and combine talents to actually complete a project.

I'm serious.

 

for most people in this situation, the whole impetus is to bring to reality your vision.  

and just finishing "A game" is far down on the list of priorities

The End
---------------------------
i don't expect to like Darkfall, altho i may like it MORE than other MMOs. i know it is gonna have a very frustrating level of grind to it, even if its significantly less than most. waiting for a pure FAST action virtual world. dice rolling & character levels (even "skills") IN COMBAT should have never carried over from pencil & paper to a computer that can reasonably model 3D spaces and objects

  NC-John

Novice Member

Joined: 1/08/13
Posts: 112

2/24/13 8:29:32 AM#11

Great to see another Developer. If you need any assets help or terrain's I can donate some farly large terrains with world machine. Of course, my name here is the same on the HE forums.

 

 

"Not even a cray super computer can make this game run well. Thats what happens when you code an MMO in pascal. " - miglor

  ArChWind

Hard Core Member

Joined: 3/19/11
Posts: 499

2/24/13 10:10:34 AM#12
Originally posted by Loktofeit
Originally posted by ArChWind

Well anyway, I am currently working on my own project and trying to get my own people...

If all of you people would just let go of the reins of writer/designer/developer and actually work together, you could probably create something rather amazing. It means accepting someone else as lead, which seems like something none of the hobbyists seem to want to relinquish control over.

Many of you have been at it for five years or so. Some even more. It's worth it to stop and consider realistically how far along you will be in another five years and compare that to where you can be if you band together and combine talents to actually complete a project.

I'm serious.

I agree that if we all decide on the same damn engine and pipelines we could all share the similar stuff and build on the thing as a whole with mutpule projects but then everyone can't agree on one engine or one set of guidelines to common stuff Lok. :/

  Loktofeit

Elite Member

Joined: 1/13/10
Posts: 12387

Currently playing EVE, SMITE, Project Gorgon, and Combat Arms

2/24/13 11:31:58 AM#13
Originally posted by corpusc
Originally posted by Loktofeit
Originally posted by ArChWind

Well anyway, I am currently working on my own project and trying to get my own people...

If all of you people would just let go of the reins of writer/designer/developer and actually work together, you could probably create something rather amazing. It means accepting someone else as lead, which seems like something none of the hobbyists seem to want to relinquish control over.

Many of you have been at it for five years or so. Some even more. It's worth it to stop and consider realistically how far along you will be in another five years and compare that to where you can be if you band together and combine talents to actually complete a project.

I'm serious.

for most people in this situation, the whole impetus is to bring to reality your vision.  

and just finishing "A game" is far down on the list of priorities

Reality has to come into play at some point, though. 20 people completing one guys's vision, and in the process 20 people contributing to a final work, seems a far more reasonable road to travel than 20 people never completing their 20 visions.

If it pans out, move on to the next guy's vision, which will probably get done faster and more efficiently because the team already has most of the kinks worked out after creating the first one.

There's an art guy with an idea, a marketing guy with an idea, a programmer with an idea and so on. They all need each other but since most have absolutely no clue what they are getting into with their project, they don't realize how badly behind the 8-ball they are putting themselves.

Again... the reality is that after five years, the majority of them will still have little more than a bunch of stuff on paper and a game no better than Aerrevan or Fasaria World... that's if they have even that much which historically has not been the case.

A lot of the people on The Repopulation had other projects, but they decided to join The Repop and the game truly seems to be coming along well so far. If nothing else, it is leaps and bounds ahead of the rest that have been working 5-10 years on their personal 'vision'.

Reality, dreams, vision, collaboration... You're right, it's all about priorities.

 

"And wikipedia is as accurate as Britannica. Wikipedia is very reliable. You would be hard pressed to find a more reliable source for these kinds of things." -fivoroth

  EthanC

Advanced Member

Joined: 8/14/06
Posts: 39

2/24/13 1:14:57 PM#14
Originally posted by Loktofeit
Originally posted by ArChWind

Well anyway, I am currently working on my own project and trying to get my own people...

If all of you people would just let go of the reins of writer/designer/developer and actually work together, you could probably create something rather amazing. It means accepting someone else as lead, which seems like something none of the hobbyists seem to want to relinquish control over.

Many of you have been at it for five years or so. Some even more. It's worth it to stop and consider realistically how far along you will be in another five years and compare that to where you can be if you band together and combine talents to actually complete a project.

I'm serious.

I couldn't agree more, and it's the biggest problem I have right now. It seems like every time I find a few people who know how to do what we need to get this finished it's always the same, "Well, I'm working on my own project", but when you checkup on this project it's almost always something nowhere near as close, or in may cases even in the same ballpark. I spend a good portion of my efforts just trying to convince people that every single person petering around on their own thing half-heartedly get's us all nowhere.

But now you understand why I'm putting effort into a financing campaign. After this much time I figure if I can't convince people this is a gateway to the rest of their careers, one thing all programmers have in common is they all want money, and right now. So if I can't entice their envolvement with visions of future glory, I'll just appeal to their desire for "mo money".

www.Divergence-Online.com

  ArChWind

Hard Core Member

Joined: 3/19/11
Posts: 499

2/24/13 1:16:28 PM#15
Originally posted by Loktofeit
Originally posted by corpusc
Originally posted by Loktofeit
Originally posted by ArChWind

Well anyway, I am currently working on my own project and trying to get my own people...

If all of you people would just let go of the reins of writer/designer/developer and actually work together, you could probably create something rather amazing. It means accepting someone else as lead, which seems like something none of the hobbyists seem to want to relinquish control over.

Many of you have been at it for five years or so. Some even more. It's worth it to stop and consider realistically how far along you will be in another five years and compare that to where you can be if you band together and combine talents to actually complete a project.

I'm serious.

for most people in this situation, the whole impetus is to bring to reality your vision.  

and just finishing "A game" is far down on the list of priorities

Reality has to come into play at some point, though. 20 people completing one guys's vision, and in the process 20 people contributing to a final work, seems a far more reasonable road to travel than 20 people never completing their 20 visions.

If it pans out, move on to the next guy's vision, which will probably get done faster and more efficiently because the team already has most of the kinks worked out after creating the first one.

There's an art guy with an idea, a marketing guy with an idea, a programmer with an idea and so on. They all need each other but since most have absolutely no clue what they are getting into with their project, they don't realize how badly behind the 8-ball they are putting themselves.

Again... the reality is that after five years, the majority of them will still have little more than a bunch of stuff on paper and a game no better than Aerrevan or Fasaria World... that's if they have even that much which historically has not been the case.

A lot of the people on The Repopulation had other projects, but they decided to join The Repop and the game truly seems to be coming along well so far. If nothing else, it is leaps and bounds ahead of the rest that have been working 5-10 years on their personal 'vision'.

Reality, dreams, vision, collaboration... You're right, it's all about priorities.

 

 

My apologies to OP for this going off on a radical curve.

 

My research led me to this realm to begin with and my 14 or so years of engine testing was intended to meet certain criteria as to what the technology could produce the outcome or if such technology existed. It wasn’t until recently the criteria I wanted existed.

 

The requirements of this was to have a good graphic dumb terminal that could look into a simulation and a simulation server capable of handling 8 to 10 terra flops in a gridded computing environment. I though I had it in Multiverse but then later found the lack of clustering. I could have spent 10 years building one but the thing is it would not be proven design and it is still ahead of my skill set. These gridded systems with enterprise level computing take scientist and teams of software engineering programmers. They are not built by by single guys or small teams. As science advances we get better technology to produce games and virtual realities with real-time simulation.

 

I personally never intended to make a ‘game’.

 

I would be more than happy to assist on someone's game as needed though if they are using a engine I am familiar with but as for my vision as one of my guys said it is far before the times. :)

  PyrateLV

Tipster

Joined: 11/07/08
Posts: 1118

2/24/13 1:32:08 PM#16
Originally posted by Loktofeit
Originally posted by corpusc
Originally posted by Loktofeit
Originally posted by ArChWind

Well anyway, I am currently working on my own project and trying to get my own people...

If all of you people would just let go of the reins of writer/designer/developer and actually work together, you could probably create something rather amazing. It means accepting someone else as lead, which seems like something none of the hobbyists seem to want to relinquish control over.

Many of you have been at it for five years or so. Some even more. It's worth it to stop and consider realistically how far along you will be in another five years and compare that to where you can be if you band together and combine talents to actually complete a project.

I'm serious.

for most people in this situation, the whole impetus is to bring to reality your vision.  

and just finishing "A game" is far down on the list of priorities

Reality has to come into play at some point, though. 20 people completing one guys's vision, and in the process 20 people contributing to a final work, seems a far more reasonable road to travel than 20 people never completing their 20 visions.

If it pans out, move on to the next guy's vision, which will probably get done faster and more efficiently because the team already has most of the kinks worked out after creating the first one.

There's an art guy with an idea, a marketing guy with an idea, a programmer with an idea and so on. They all need each other but since most have absolutely no clue what they are getting into with their project, they don't realize how badly behind the 8-ball they are putting themselves.

Again... the reality is that after five years, the majority of them will still have little more than a bunch of stuff on paper and a game no better than Aerrevan or Fasaria World... that's if they have even that much which historically has not been the case.

A lot of the people on The Repopulation had other projects, but they decided to join The Repop and the game truly seems to be coming along well so far. If nothing else, it is leaps and bounds ahead of the rest that have been working 5-10 years on their personal 'vision'.

Reality, dreams, vision, collaboration... You're right, it's all about priorities.

 

The way you describe it, it sounds like a "Game Co-operative" or a "Developers Co-Op"

 

Tried: EQ2 - AC - EU - HZ - TR - MxO - TTO - WURM - SL - VG:SoH - PotBS - PS - AoC - WAR - DDO - SWTOR
Played: UO - EQ1 - AO - DAoC - NC - CoH/CoV - SWG - WoW - EVE - AA - LotRO - DFO - STO - FE - MO - RIFT
Playing: Skyrim
Following: The Repopulation
I want a Virtual World, not just a Game.
ITS TOO HARD! - Matt Firor (ZeniMax)