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Shenmue Chapter 2 Recruitment [UPDATED: 17/10/2012]

PostPosted: Mon Sep 10, 2012 9:53 pm
by MiTT3NZ
Roles Available

Concept Artist
It will be up to you to create our Art Bible. The devil's in the details, and we need those details. You'll be required to do a little bit of research in order to nail down that Shenmue style, and give the boat, amongst other things, a certain level of authenticity.


Mapper
We have basic layouts, but we need layouts fit for a game. You need to be highly versatile, able to make multiple changes throughout the project to incorporate any gameplay segments that are cut from or added to the game.


How to Apply

Please don't apply in this topic. I want you to PM me. Tell me what you're good at, what you're not good at, how much time you have, when you can work on it, when you can't work on it, and above all, show me how determined you are. I care for determination just as much as I do for skill. I'll review your application, and let you know whether or not you're successful (which you likely will be by default anyway) Your first task will be given within the next few days of being invited to the project, along with your account privilege upgrade.


Future Roles

Keep your eye on this topic, because more roles will become available in the very near future.





In the meantime, feel free to say what you like, pitching ideas or discussing the project itself. And FYI, this is not one of those projects that won't come to fruition. If I can't build a team on the Dojo, I will build one elsewhere, but this project is happening, and it will be completed, but it will take a long time, and the team will require encouragement and support from the community that they're doing this for.

Thank you.

Re: Shenmue Chapter 2 Recruitment

PostPosted: Mon Sep 10, 2012 10:54 pm
by KiBa
You seem serious.

Re: Shenmue Chapter 2 Recruitment

PostPosted: Mon Sep 10, 2012 11:04 pm
by MiTT3NZ
I am.

Feel free to quote that an stick something profoundly disgusting on the end of it (no, not QWERTY's mam on my bellend) Could turn out quite fun.

Re: Shenmue Chapter 2 Recruitment

PostPosted: Mon Sep 10, 2012 11:16 pm
by Kenny
If I write for this, can I make Ryo not have the personality of a tree stump?

Re: Shenmue Chapter 2 Recruitment

PostPosted: Mon Sep 10, 2012 11:35 pm
by MiTT3NZ
No.

Re: Shenmue Chapter 2 Recruitment

PostPosted: Tue Sep 11, 2012 12:12 am
by shengoro86
I would love to help write the story for this.

I would love to mod too but I don't have enough time anymore sadly.

Let me know what I can do to help.

Re: Shenmue Chapter 2 Recruitment

PostPosted: Tue Sep 11, 2012 8:18 am
by Bluecast
Let me know when you need voices. Like I said I can do many. Small sample is on my channel. Thing is I do so many I sometimes forget what I can do. :P

Re: Shenmue Chapter 2 Recruitment

PostPosted: Tue Sep 11, 2012 8:20 am
by Peter
Cant see anywhere i can be of help to this, but good luck. :nice!:

Re: Shenmue Chapter 2 Recruitment

PostPosted: Tue Sep 11, 2012 10:55 am
by Master Kyodai
Any plans about the platform/engine yet?

Re: Shenmue Chapter 2 Recruitment

PostPosted: Tue Sep 11, 2012 11:04 am
by MiTT3NZ
Yes, but there are many things to be taken into consideration at the moment before I begin designing the game. Research is the most important thing right now (eg we need to know the timescale of a trip from Yokosuka to Aberdeen), followed by extraction (eg need to know if facial animations can be extracted), and getting a basic plotline down (gameplay elements can easily be intergrated into a story)

Until I've built up the initial team and got a bit of work done, I can't say for sure which engine will be used or what platform it will appear on (although it's fairly obvious to say that PC and/or Mac would be first choice before looking into mobile or Dreamcast)

Also, if you're waiting for a reply to your PM, please be patient, as I want to give the topic enough time to be seen before handling any decisions on recruitment. Like I said, you most likely do have the job, I'm just making sure that every point of this project is scheduled efficiently.

Re: Shenmue Chapter 2 Recruitment

PostPosted: Tue Sep 11, 2012 1:45 pm
by Takumi
I'd still recommend we use Unity. Most flexible / robust open source AAA game development platform available atm.

EDIT: Should also mention, this would allow us to quickly prototype things without worrying about granular engine / physics details.

Re: Shenmue Chapter 2 Recruitment

PostPosted: Tue Sep 11, 2012 2:20 pm
by Sailors?
Still unsure on this, seen too many user projects fall down the can. I know you're determined but time kills motivation, especially if nobodies getting paid. I wish you all the best of luck though, would be a great thing to play.

Re: Shenmue Chapter 2 Recruitment

PostPosted: Tue Sep 11, 2012 5:27 pm
by mrslig100
I can see why we could use unity, but really to achieve the same physics as shenmue would be unreal given unity's resources, ive heard of this on sega uses called hedgehog engine but I dont know head nor tail about it, as far as modding goes if your serious about this we need full real development, stuff that goes way beyond modding, we need someone with real experience for sorting like shenmue resources, suckling the teats of 3dripperdx, wont do us any good, The only engine I use regularly is gamebryo and very few have access to it so its not practical, we need someone who can write software and can decompile the old shenmue files, without sega's old engines and software and source codes and what not this will not be easy. we cannot just do a slapbang job, we are living up to the name of Yu Suzuki and anything other than perfect is unacceptable as a serious project, ill gather some resources and do what I can and a small team of programmers im friends with, let me know how I can help.

Re: Shenmue Chapter 2 Recruitment

PostPosted: Tue Sep 11, 2012 5:29 pm
by mrslig100
This will need a much bigger team than a team of 4.

Re: Shenmue Chapter 2 Recruitment

PostPosted: Tue Sep 11, 2012 5:39 pm
by south carmain
mrslig100 wrote: I can see why we could use unity, but really to achieve the same physics as shenmue would be unreal given unity's resources, ive heard of this on sega uses called hedgehog engine but I dont know head nor tail about it, as far as modding goes if your serious about this we need full real development, stuff that goes way beyond modding, we need someone with real experience for sorting like shenmue resources, suckling the teats of 3dripperdx, wont do us any good, The only engine I use regularly is gamebryo and very few have access to it so its not practical, we need someone who can write software and can decompile the old shenmue files, without sega's old engines and software and source codes and what not this will not be easy. we cannot just do a slapbang job, we are living up to the name of Yu Suzuki and anything other than perfect is unacceptable as a serious project, ill gather some resources and do what I can and a small team of programmers im friends with, let me know how I can help.

Unity can handle far more than shenmue's "fake" physics, even the lucky hit game for android plays a lot more fluidly than in shenmue :???: