Trending Games | The Crew | Elder Scrolls Online | Lichdom: Battlemage | Neverwinter

  Network:  FPSguru RTSguru
Login:  Password:   Remember?  
Show Quick Gamelist Jump to Random Game
Members:2,843,646 Users Online:0
Games:732  Posts:6,221,499
Stainglass Llama Studios | Official Site
MMORPG | Genre:Sci-Fi | Status:Development  (est.rel N/A)  | Pub:Stainglass Llama Studios
PVP:Yes | Distribution:Retail | Retail Price:n/a | Monthly Fee:n/a
System Req: PC | Out of date info? Let us know!

Divergence Forum » General Discussion » A New Idea... A New Approach...

1 posts found
  rob1101

Novice Member

Joined: 3/09/07
Posts: 263

"Do not underestimate the power of stupid people in large groups"

 
OP  3/28/07 8:49:38 PM#1
Originally from http://divergence-online.com/


"Alright.

Following Sundays newsletter regarding the closing of the website enough emails came through the pipe to give pause and reflect towards maybe going a different route.

Here's the new idea.

The likelyhood of anyone attached to this project helping a bag lady across the street and finding out she is a multimillionaire and has always wanted to pewn nubs with her grandchildren is for lack of a better phrase, hellaslim.

As the residing money... person... my biggest obstacle has always been the lack of more or less anything at all to show potential investors. Oh I have very pretty ideas! ... And a couple sketches! And a white shirt and tie! But nothing to put in front of someone[s] and say, "This is what I do. Your dodge stratus outside PALES in comparison to that which is Divergence!"

And so we reach the crux of my quasi-witty little spat. We're basically going to dump what money we have left into a modicom of 3d assets which we would need in the end regardless of the engine anyway instead of busting hump to get the engine license requirements first.

It pains me to say this, but the next step it looks like is to take said art and plug it into an engine we already own to create a "demo" so to speak purely as a data dump for preexisting special abilities, factions, whatever, and to begin chucking out screenies. At least then we'll be able to say, "Well I can't show you any of the cool and dynamic scripted content we want to have until we get the new engine... but you can at least see all the different "types" of things we have going on.

This "demo project" will be the culmination of as much content as we can pack into it, but confined to an area of about 5km x 5km.

The programming portion will begin imediately. The art they tell us will take roughly 6-8 weeks for the first batch to exit the oven and be ready for importing AND after we've slid them a few thousand dollars. It will all be pre-rigged to a skeleton of our design and feature all of the artistic touches which will be present in our finalized game such as multiple texture layers for markings, color patterns, a scratch and scuff layer, a damage layer and so forth. What it won't contain is a plethora of animations like we would like to have [those things will come when we have the monies] but they will have the basics.

Personally, I would love to have this "demo project" contain at least enough content to where possibly people would be willing to pay a few dollars to check it out. Mainly because [and this is a rough rough breakdown] if we could get even half of the 500+ people signed up on this site to chip in for something they can begin playing, at the rate of 5-8K per finished playable race model that equals a lot of content!

That's just one of the ideas we're kicking around at any given time.

A new newsletter will be sent out in the next couple days directing people to this post and more information will be posted by either myself or Ryan in the next few days.

Keep your chins up guys [and gals]."