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harrison858

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Everything posted by harrison858

  1. [![](http://voltisoft.com/images/Voltisoft.png)](http://voltisoft.com) [![fb.png](http://voltisoft.com/images/icons/fb.png)](https://www.facebook.com/Voltisoft) [![twitter.png](http://voltisoft.com/images/icons/twitter.png)](https://www.twitter.com/Voltisoft) [![google+.png](http://voltisoft.com/images/icons/google+.png)](https://plus.google.com/111276482006186565927?prsrc=3) [![idb.png](http://voltisoft.com/images/icons/idb.png)](http://www.indiedb.com/company/voltisoft) **Hi there Eclipse!** Voltisoft is a game Developer and Publisher. Are you looking for a team to join? **We are searching for:** **(2) Game Content Developers** **For our new title** **Parallels ORPG** **.** **Here is some insight on this title:** * * * **Summary :** Parallels is a Horror ORPG based in the Victorian era. The world is divided into the real world with a Victorian setting, and an insane and twisted Reflection World hidden behind mirrors. Players will come across a cast of unique real world characters and discover the Reflection World holds insane copies of the same characters that are the main protagonists of the game. Gameplay involves mystery through an optional quest progression and events, such as the way you interact with NPCs. You will be able to progress your character in any number of ways, such as mining, or woodcutting! The world will be full of mysteries to explore which lead up to a host of interesting lore and secrets within the world. **Classes** : The pathways you choose at the very beginning of your journey **Forester (Melee/Ranged DPS)** - Quick and agile on their feet, Foresters are the rangers of Parallels’ universe. They use weapons such as bows and arrows, as well as dual wielding lighter blades or axes. **Harlequin (Magical DPS)** - Master of curses and chaotic spells, Harlequin have mastered offensive magic to strike down their foes. They prefer using staves or a small blade paired with a grimoire. **Machinist (Tank)** - Wielding a powerful hammer to smash their foes into oblivion, and futuristic technology to maintain control of the battlefield, the Machinist makes sure enemies attack them rather than their allies. Machinists possess a very large amount of health and are highly protected with armor, as well as valued by the group. **Spiritualist (Healer)** - Possessing regenerative healing magic, the Spiritualist is always a valued asset in any group. Wielding staves, these stand-offish healers focus on their magic to protect the group as well as themselves while smiting down their foes with holy magic. **Story** : The story primarily takes place around the city of Glasswater in Victorian-era England, where a master detective known as James Hill is staying within Glasswater in order to investigate a series of random deaths and people going insane for unknown reasons. It’s been reported that people are killing themselves and otherwise hallucinating or going mad when looking at themselves in the mirror. The player begins within a home, awakening and hearing strange noises coming from the neighbor’s house nearby. They arrive and find the neighbors dead and James is investigating. Upon being questioned and forced to help in the investigation, James and the player start noticing the eerie acts of the mirror and go to a local Gypsy to ask about the events. They discover that certain items can unlock the Reflection, which allows them to confront the demons behind the mirror without going mad upon sight. The investigation continues to find a broken photo frame of the dead couple, which unlocks the Reflection for the first time, and the game’s story begins to unfold through other death cases which unlock more Reflection mirrors. The game’s progression is based upon cases examined by Detective Hill and the player is typically required to find a certain item or perform a certain task to unlock a Mirror. Players will come across cases where people have gone mad, been haunted in their homes or killed which will drive the progression of the game. **World Design: ** The world is divided up into two main sections **The Real World** - The actual, human world. **The Reflection** - The twisted world hidden behind mirrors, every character within is a polar opposite of their real world counterparts. A sane doctor in the real world is an insane murderer in this world, and vice-versa. The game’s two worlds can be travelled between via mirrors around the world, each transporting the player to a different region of the world based on their real world location. Mirrors are unlocked with their corresponding keys, which can be items of all kinds found throughout the world. In the Reflection world, the regions are based on different evil moral values. A region with few inhabitants and open areas might be called Loneliness, while an area filled with riches may be called Greed. In the case of major dungeons and raid areas, their names come from Phobias that describe the environment or selection of enemies/challenges within that area. Dungeons and Raids are mostly based within The Reflection and are based on different fear syndromes. They are headed by the physical form of the phobia they are encountering (Such as a massive spider if in the Arachnophobia raid, simply referred to in game as ‘Arachnophobia’ ). Raids are known in the game as Phobias. **Phobias** : Raids are exceptionally challenging dungeons. They can usually be found in empty areas, surrounded by that which the Phobia consists of and require multiple players to complete. Phobias consist of a several powerful bosses, separated by groups of difficult enemies. Each Phobia will end with the players defeating the very essence of that phobia. The look and feel of each phobia will resemble the phobia itself, as well. Powerful gear, challenging achievements, and pathways to even harder missions and Phobias are unlocked through the completion of an earlier Phobia. An example of a Phobia players may encounter could be called ‘Achluophobia’ which is Fear of Darkness, players could refer to the Phobia as Achluo, instead of typing out the entire name every time. Within Achluophobia, the area would intensely dark with enemies popping out from any direction with occasional open spaces with 1 very powerful monster, a boss. After trekking through the Phobia, and killing a few epic bosses, you encounter Achluo him/herself and fight. Phobias get progressively harder the higher level Phobia it is, and the farther into the Phobia you go, with the final boss being the hardest out of it all. Powerful tier (set) gear can be earned, and they are class-specific. Feel free to ask questions in this topic, pm, or [e-mail](mailto:[email protected]?subject=Re%3A%20Voltisoft%20(Eclipse) "External link") . Applications/Resume to [[email protected]](mailto:[email protected]) **Good luck!**
  2. Well, first of all why don't you have all of them in day, or all of them in night? ![;)](http://www.touchofdeathforums.com/community/public/style_emoticons//wink.png) In my opinion, 2 is the most comfortable. 1 is good for some cases, 3 is good for some cases. So make 2 default but have the option to zoom between 1, 2, and 3\. (Or even more preferably, have some nice transitions as well e.g. .5, .75, 1, 1.25, etc.)
  3. For now, we are focused on Navarius Online, it will be launched first. While some aspects of it are being developed by the engine team, we've already mapped out ideas for other games to maximize productivity.
  4. ***Update January 1, 2013*** **Happy New Year!** - Topic cleaned thanks to [**Agoraphobic**](http://www.touchofdeathforums.com/community/index.php?/user/45562-agoraphobic/) **Open Positions:** - 1 Pixel Artist - 1 Programmer - 1 Map Developer - Added new logo for Navarius Online.
  5. Just wondering what the Eclipse community uses to browse the web. I personally use Google Chrome.
  6. ***Updates*** 1\. Still looking for Pixel Artist 2\. Still looking for Programmer 3\. Our website has been redesigned.
  7. > I was briefly interested in applying for the open developer position until you stated that you still intend on publishing an Eclipse project. I personally refuse to touch VB6 or anything written in it (although I'm certified in the language), and that sounds like an implied prerequisite from what you said about developers; that they have no clear cut job description regarding the array of products that are currently in development. > > It doesn't help that I'm very particular about what I stick my hands into. Opportunity cost, you know? Developers will be assigned to a certain project. Whether or not it is in VB6 (Eclipse-based) depends on the project. We don't use Eclipse for _all_ of our titles. Contributions _outside_ of that assignment is _voluntary_, and credit/compensation is given. I did not list VB6 as a requirement in the PDF.
  8. > What type of compensation are you providing? What percentage of royalties from sales will be given to each individual who directly or indirectly worked on a project? What type of compensation will be given to those who directly or indirectly work on a failed project? What does your current pipeline look like in terms of releasable projects? What is YOUR track record? What do YOU do? How many games have you released that did not make use of Eclipse? How many concurrent players do they have? What is your current marketing plan for your "company"? What is your mission? Goals? > In the place of DimenXion (I am head Developer at Voltisoft), I'll clarify some of your questions. > > Compensation is going to be provided, as we currently stand, once our projects see profit. The work of the team member is legally kept as their property until compensation is provided to consider their work Voltisoft property. So if an artist creates art for a project under our name and for any reason at all the project is no longer able to continue, the work is returned to the artist and is not used without permission by the team. I must remind you all we are an indie group looking to our name out. > > DimenXion is the head of Voltisoft in general and is a Web Developer providing the website and our documentation/email services. He also leads development on the Navarius Online project. We at voltisoft come from a background of Graal Online, Deloria, and our own personal projects from before the team was founded as developers. We are currently coming to release games in general and we have a project (Naya Online) making the transition off Eclipse but is under heavy development for a much larger release. > > Our appeal to the market right now is the 2D market and we specialize in RPGs and RTS games. Our mission is to innovate the genres we know and love with a different view, be it on the 2D plane or the 3D battlefield. We all have different skills at Voltisoft and our departments have people with experience overviewing what gets done regarding a certain section of development. We look to release the the Navarius project's main release in the early months of next year using Eclipse as our base. > > I hope this explains some of our background. We are knew, but our team has had experiences all their own and now we have joined together to do what we love together. We hope any developers who consider Voltisoft look for an experience of creativity, bright ideas, and friendly staff. > > On Behalf of the rest of Voltisoft. Well enough said by SnowShinobi. To answer your questions specifically, Compensation to each individual will be based on the profits produced from the involved projects. Percentage of royalties from sales that an individual has directly contributed in shall be discussed before the project starts generating profits. Royalties from indirect contributions shall be negotiated, (although the term indirect would have to be clearly defined). As for "failed" projects, compensation would be given until the project(s) stop generating revenue. If a project fails, the revenue stops from that specific project, and is hence unprofitable, and as a result, no compensation would be given past the zero profit point. Property rights on a failed project would be returned to the original author unless it was used in several projects, if one or more is still active. We are still in the development process on all of our several titles which span over the RPG, ORPG and RTS genres. All projects that are worked on are expected to be "releasable" when testing phases have been completed. Voltisoft is comprised of a diverse development team with many qualifications, including the ability to multitask and work on several aspects of development per individual. You will not see a developer contributing only a single aspect of the game at any given time. Voltisoft team works as a collective entity and as such, everyone contributes in many ways, including Administration, Web Development, Hosting, Software Programming, Graphics, Music Composition, Video Making, Game Content Development, Quality Assurance, Testing, and Marketing. Our initial marketing plan is to reach out to gaming communities either directly or indirectly, get our name out and into the indie game development world, and spread the word through social media platforms. Our current mission is to build our own growing community of gamers and to bring innovation to the RPG, ORPG, and RTS platforms at the very least by approaching game development in an open and collective way.
  9. ***Update 12/12/2012*** Sorry it's been awhile, but here are a few updates. 1\. The Music Developer position has been filled for a month already. 2\. We are still searching for a Pixel Artist. 3\. A Software Developer position has opened up. Please ask any general questions within this thread. For more personal inquiries, contact me via PM. Any applications should be sent to us via PM. Follow us on Twitter to stay updated.
  10. Do you actually have the vb6 files? What errors/problems are you running into?
  11. > gui pricing : > > 1st gui : 2$ > > 2nd gui: 3$ > > 3rd gui: 5$ You should clarify exactly how you're pricing this. 1st, 2nd, 3rd means for the first one it's $2, second one is $3, and third one is $5 (increasing). What I think you meant was, 1 GUI ($2), 2 GUIs ($3), 3 GUIs ($5).. (Save if more than one is requested).
  12. ***Update 10/20/2012*** - The Music Developer position is still open. - We are now beginning to search for a Pixel Artist.
  13. > Is there a due date for applications? There is no due date, but we currently have only one position open. Once that position is filled, any other potential applicants will be on wait.
  14. Naya Online's thread has been created, visit [here](http://www.touchofdeathforums.com/community/index.php?/topic/129889-naya-online-orpg/) to learn more about Naya Online. *Added to first post*
  15. > No one is going to blindly throw themselves at your proposal. You've shown nothing about your projects, and given no information about your development team. Even your website is incomplete and has no information. > > Introduce your team, your projects. Show what your team has already accomplished, provide screenshots, videos and whatever else information you can provide. You're right, I apologize. I've just updated the first post with some more information, and will continue to do so as we get screenshots taken.
  16. [![](http://voltisoft.com/images/Voltisoft1.png)](http://voltisoft.com) [Web](http://voltisoft.com) | [Forums](http://voltisoft.com/forums) | [Twitter](http://twitter.com/Voltisoft) Voltisoft develops and publishes its own games. **Developer Search** 1 Pixel Artist 1 Programmer 1 Map Developer If you are interested, visit our [join team](http://voltisoft.com/join-team) page. All applications should be sent to me via. Private Message. **Other Benefits:** - Work with a talented team. - Use great software like our Electron System to keep track of development. - Developer status, which includes your own [email protected] e-mail and access to all staff portals and resources. * * * **Current Development Team:** Voltisoft is run so that any developer can contribute anything they wish. ![](http://voltisoft.com/images/Team.png) * * * **Projects in Development:** **Naya Online** [![](http://imageshack.us/a/img856/3500/nayalogo.png)](http://www.touchofdeathforums.com/community/index.php?/topic/129889-naya-online-orpg/) An adventure-based ORPG. _See the project thread [**here**](http://www.touchofdeathforums.com/community/index.php?/topic/129889-naya-online-orpg/)!_ **Navarius - Prelude to Division** **![](http://voltisoft.com/images/NPTD.png)** Single-player RPG to introduce and explain the prologue of Navarius Online. _(More info coming soon)_ **Navarius Online** ![](http://voltisoft.com/images/s_N-Silver-Textured.png) This ORPG spans in multiple eras, from the medieval times to the industrial age. Hybridized PvE and PvP to satisfy player's style. Complex class system. _(More info coming soon)_ _**If you have any questions about the team or how we operate, you may ask in this topic.**_
  17. Navarius Online is currently looking for more mappers, send an application via PM or Skype and I'll get back to you!
  18. Can you make a screenshot? Also, are you trying to connect within your network (internally) or through the internet (externally)? Make sure your server port is open and unblocked by a firewall on both computers.
  19. Is there a website that provides free-to-use or public domain game scenery/background art to use in a project?
  20. + The developer list has been updated, I cleaned up the first post a bit. + Our Web, Forum, and Twitter feed URL's are now available. + We are now especially looking for an experienced developer in any way you can contribute, even if it is not listed or does not have an application.
  21. Haven't had an update in awhile. Well, here's a draft of a generic "Timeline" for our game.
  22. Currently have 1 spot open for a mapper. Development has picked up pace.
  23. @Baron: Thanks for the idea ^^ I still need to add terrain, map legend, cities and such on the world map, and texture it. @LegendWeaver: Thanks for the feedback, I will convey this to the GFX team :)
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