Because I'm in need of either a tutor to teach me how to properly write scripts for a game or somebody to just outright write it themselves.
If interested, the game is a 3d air combat sim/3rd person shooter hybrid fan game (for Touhou, if anyone's wondering, but that's optional knowledge) where players dodge countless amounts of bullets. I chose Unreal Engine 3.0 for being the easiest to work in (compared to Unity and Blender) and for being capable of handling a bazillion bullets at once, which is a must for this game. To get an idea what this game will look like, somebody already did a similar 3d fan game for the same series, but the key difference here is that the levels (and combat) for my game will be free range.
Here's the laundry list of codes I need to write:
-Multi-projectile weapons for the player.
-Multi-projectile weapons for enemies.
-Multi-projectile spiraling weapons for enemies.
-Enemy firing patterns. (Shouldn't be too hard: I'd just have to recreate this with more bullets)
-Boss firing patterns and special attack patterns.
-Player special attack system (my current idea is to have one main weapon with infinite ammo and use the secondary as the specials, and to switch between specials, it could be multiple secondaries [which were even possible in Unreal Tournament 1]).
-Death bomb system (if players gets hit, they have a split second to fire a special move to keep themselves alive).
-Boss health system.
-Beam weapons with triggered delay (To give players time to dodge enemies). (Shouldn't be too hard; it's a simple particle effect followed by an instant hit beam.)
-Heads Up Display
-Health Bar/Game Over system.
-6DoF Controls (I've seen it done before, and it would really make the game)
-The command menu or a simple command system. (Super-simple, since it's already coded into UT3, complete with fill-in-the-blank templates, so you'd probably hear something like "[Character name], attack [target]!")
-The score system.
-A score screen (preferably like the Command and Conquer score screens with a tally of how many enemies you killed).
-The camera system.
After that, I can start making maps for an alpha test. Since it's a fan game, I can't pay anyone for actually writing the scripts, but I can pay for UnrealScript tutoring.
Do you know UnrealScript/high-level object-based game code?
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Do you know UnrealScript/high-level object-based game code?
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My coding experience is for Monkey Island type games & a GTA:San Andreas fan game. But I'll follow this thread because I'm dying to get better with physics engines.
My GTA server has some "physics" but it's real rudimentary. Missiles fire upon the player whenever he tries to break another player out of prison. But since there were up to 100 players on the map, objects had to be saved for rare occasions. Gates on the police station to protect the police faction's vehicles and gear. Buyable property & the ability to grow pot in your own house. The gangs loved that kind of shit. I even had radio frequencies for group chat, a fake internet, deep sea fishing, tow truck driving, arms dealing, & lawyer jobs. Real detailed economy (for a small population).
It was fun seeing a player buy the gas stations and then immediately jack up all the prices. We even had ingame inflation, it was crazy.
This was my favorite ad from back in the day.


>>>Server Dance Party!!!!!!@ (my name is in green)
Here's a bit of extra nerdom when me (Damon Black) and other players recalled our first experiences roleplaying. Before I learned to make my own server. Sigh, thanks for letting me relive the old days. And let me be a huge nerd. Good luck finding a physics coder.
My GTA server has some "physics" but it's real rudimentary. Missiles fire upon the player whenever he tries to break another player out of prison. But since there were up to 100 players on the map, objects had to be saved for rare occasions. Gates on the police station to protect the police faction's vehicles and gear. Buyable property & the ability to grow pot in your own house. The gangs loved that kind of shit. I even had radio frequencies for group chat, a fake internet, deep sea fishing, tow truck driving, arms dealing, & lawyer jobs. Real detailed economy (for a small population).
It was fun seeing a player buy the gas stations and then immediately jack up all the prices. We even had ingame inflation, it was crazy.
This was my favorite ad from back in the day.


>>>Server Dance Party!!!!!!@ (my name is in green)
Here's a bit of extra nerdom when me (Damon Black) and other players recalled our first experiences roleplaying. Before I learned to make my own server. Sigh, thanks for letting me relive the old days. And let me be a huge nerd. Good luck finding a physics coder.