HELP WANTED:Gzdoom expert (PAID)
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
- Hornfluffy1964
- Posts: 26
- Joined: Thu Aug 18, 2016 11:11 pm
- Location: West Middlesex
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HELP WANTED:Gzdoom expert (PAID)
Hello, I'm creative director of the upcoming FPS game Fallen Angels. A Noir detective first person shooter taking place in the 1930s where you shoot gangsters, solve mysteries and explore a dark crime ridden city as you track down the mysterious killer known as Whitman. This game features an impressive cast of voice actors, one of whom is Jon St. John (voice of Duke Nukem!) but also features it's own custom orchestral soundtrack. You can check us out on our IMDB page. http://www.imdb.com/title/tt4898816/ our Facebook Page https://www.facebook.com/whoiswhitman/?fref=ts or http://gamejolt.com/games/fallen-angels/53006
What does this have to do with Doom you ask? It's a long story but basically, we are hoping of selling the TC mod as its own standalone game or at the very least releasing a large part of the game as MOD prototype to show investors so we can make the full fledged game in its own engine. Since the game is very large in scope we will need to push the doom engine's features to the limit. We are now hiring for a paid position for someone who meets these requirements:
1. Is highly experienced (an expert) with GZdoom builder, ACS scripting, Slade and working with the more advanced features of doom. This also includes experience in creating maps and or mods.
2. Can work within at set timeframe, adhering to a weekly schedule (times and rate can be negotiated)
3. Is able to complex features within the doom engine. Examples: Enemies that spout out dialogue, Cutscene support, Projectile bullets, 3d model support etc.
If you think you would love to be apart of our team and help us by making the project better through programming and other means please contact me at my email address Treypowell09@gmail.com, we can negotiate a pay rate. Be sure to include some examples of your work or collaborations. We will be accepting applicants until September 15th. We will only choose one applicant.
Images
https://postimg.org/image/7u82ulc83/ https://postimg.org/image/dz91wnoln/ https://postimg.org/image/6n3lr46dn/ https://postimg.org/image/4p1e7sz1b/ https://postimg.org/image/kok1rcv33/ https://postimg.org/gallery/2dk2ku0qe/4e21b57b/
Also if anybody knows if it is legally possible to sell an IP using the GZdoom source code. Example :Strife. If not is it possible to buy a license to use the engine for commercial use?
What does this have to do with Doom you ask? It's a long story but basically, we are hoping of selling the TC mod as its own standalone game or at the very least releasing a large part of the game as MOD prototype to show investors so we can make the full fledged game in its own engine. Since the game is very large in scope we will need to push the doom engine's features to the limit. We are now hiring for a paid position for someone who meets these requirements:
1. Is highly experienced (an expert) with GZdoom builder, ACS scripting, Slade and working with the more advanced features of doom. This also includes experience in creating maps and or mods.
2. Can work within at set timeframe, adhering to a weekly schedule (times and rate can be negotiated)
3. Is able to complex features within the doom engine. Examples: Enemies that spout out dialogue, Cutscene support, Projectile bullets, 3d model support etc.
If you think you would love to be apart of our team and help us by making the project better through programming and other means please contact me at my email address Treypowell09@gmail.com, we can negotiate a pay rate. Be sure to include some examples of your work or collaborations. We will be accepting applicants until September 15th. We will only choose one applicant.
Images
https://postimg.org/image/7u82ulc83/ https://postimg.org/image/dz91wnoln/ https://postimg.org/image/6n3lr46dn/ https://postimg.org/image/4p1e7sz1b/ https://postimg.org/image/kok1rcv33/ https://postimg.org/gallery/2dk2ku0qe/4e21b57b/
Also if anybody knows if it is legally possible to sell an IP using the GZdoom source code. Example :Strife. If not is it possible to buy a license to use the engine for commercial use?
Last edited by Hornfluffy1964 on Thu Sep 08, 2016 8:59 pm, edited 1 time in total.
- wildweasel
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Re: HELP WANTED:Gzdoom expert (PAID)
If you're planning to sell the game, you may want to look into GZDoom-GPL, which removes all portions of the source code that have non-commercial use clauses (such as the software renderer). You may also want to look into getting some original graphical assets, since I see a Powerslave revolver in there, and...that's gonna need to get replaced. =/
- Hornfluffy1964
- Posts: 26
- Joined: Thu Aug 18, 2016 11:11 pm
- Location: West Middlesex
- Contact:
Re: HELP WANTED:Gzdoom expert (PAID)
I'm aware. The Revolver as well as enemy sprites are placeholders. All other assets, textures, sprites, sounds, typeface etc. are or will be custom made.
Re: HELP WANTED:Gzdoom expert (PAID)
To be honest, I'm not sure why you're aiming to use GZDoom for a commercial game. While it's a good engine with a lot of tools and a vibrant modding community, it's also mad outdated for modern games. You're going to run into trouble with models at the very least. I like the idea and it seems like you've got a good team assembled, but why Doom and not Unity or Unreal?
- wildweasel
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Re: HELP WANTED:Gzdoom expert (PAID)
Be wary of your placeholders. I've heard stories of how stuff that was "supposed" to get replaced later in development never got replaced, because by that point it was too much of a pain.Hornfluffy1964 wrote:I'm aware. The Revolver as well as enemy sprites are placeholders. All other assets, textures, sprites, sounds, typeface etc. are or will be custom made.
- Hornfluffy1964
- Posts: 26
- Joined: Thu Aug 18, 2016 11:11 pm
- Location: West Middlesex
- Contact:
Re: HELP WANTED:Gzdoom expert (PAID)
We made a pixely FPS shooter engine much like Doom in game maker studio as a demo around a year ago and people seemed to like it. The initial intention was to tell a really dark and serious story with minimal graphics. We eventually switched over to Unreal but the cost was becoming immense (so much my producer went into debt) and it was taking months just to make simple assets and nothing was getting done. So we decided to revert to the simple style again. Work with the limitations of the simple engine to make something really unique. It's almost like a throwback to old 90's shooter games but more just trying to be unique game on it's own.Scripten wrote:To be honest, I'm not sure why you're aiming to use GZDoom for a commercial game. While it's a good engine with a lot of tools and a vibrant modding community, it's also mad outdated for modern games. You're going to run into trouble with models at the very least. I like the idea and it seems like you've got a good team assembled, but why Doom and not Unity or Unreal?
Imagine a game with Writing, Story and modern game direction akin to something like Bioshock mixed with Oldschool visuals and sensibilities.
Last edited by Hornfluffy1964 on Thu Sep 08, 2016 10:45 pm, edited 2 times in total.
- Hornfluffy1964
- Posts: 26
- Joined: Thu Aug 18, 2016 11:11 pm
- Location: West Middlesex
- Contact:
Re: HELP WANTED:Gzdoom expert (PAID)
wildweasel wrote:Be wary of your placeholders. I've heard stories of how stuff that was "supposed" to get replaced later in development never got replaced, because by that point it was too much of a pain.Hornfluffy1964 wrote:I'm aware. The Revolver as well as enemy sprites are placeholders. All other assets, textures, sprites, sounds, typeface etc. are or will be custom made.
We have plenty of custom graphics already made. Some of the screens posted are from an older build. But since it's just me doing all the work on creating the WAD right now, I've been too busy to import them.
Hence why we are hiring someone to help us with making the WAD.
Re: HELP WANTED:Gzdoom expert (PAID)
Hornfluffy1964
Interesting topic! I do not understand why you need to do mod, when it is possible to make a full game on a GZDoom-GPL.
Information on the game somehow blurred .. I would like to offer my services, but I'm bad at writing English .. I do not know whether you will understand me =)
I normally know Decorate, ACS, i can create 3D models, textures, levels .. I can alone make the whole game)
If interested here are my 2 project:
My custom inventory for doom game or mods:
http://forum.zdoom.org/viewtopic.php?f=19&t=49491
Interesting topic! I do not understand why you need to do mod, when it is possible to make a full game on a GZDoom-GPL.
Information on the game somehow blurred .. I would like to offer my services, but I'm bad at writing English .. I do not know whether you will understand me =)
I normally know Decorate, ACS, i can create 3D models, textures, levels .. I can alone make the whole game)
If interested here are my 2 project:
My custom inventory for doom game or mods:
Spoiler:My game :
http://forum.zdoom.org/viewtopic.php?f=19&t=49491
- Hornfluffy1964
- Posts: 26
- Joined: Thu Aug 18, 2016 11:11 pm
- Location: West Middlesex
- Contact:
Re: HELP WANTED:Gzdoom expert (PAID)
Your english seems perfectly fine. Thanks for sending in your work. It looks great. We will pick an applicant within the week.
Re: HELP WANTED:Gzdoom expert (PAID)
Or GLOOMEwildweasel wrote:If you're planning to sell the game, you may want to look into GZDoom-GPL
Re: HELP WANTED:Gzdoom expert (PAID)
GLOOME is no longer relevant, it is thrown and outdated decorate syntax.. GZDoom-GPL more faster and it is regularly updated and accurately maintained =)dugan-c wrote:Or GLOOMEwildweasel wrote:If you're planning to sell the game, you may want to look into GZDoom-GPL
A little more of my work(but all text on a russian, sorry) :Hornfluffy1964 wrote:Your english seems perfectly fine. Thanks for sending in your work. It looks great. We will pick an applicant within the week.
https://vk.com/albums-120670861
Re: HELP WANTED:Gzdoom expert (PAID)
Yeah I'd recommend using blatantly unsuitable placeholders, such as rough scribbles drawn with the mouse in MS Paint, just so that you're not tempted to just leave them in, or even honestly forget that they had to be replaced.wildweasel wrote:Be wary of your placeholders. I've heard stories of how stuff that was "supposed" to get replaced later in development never got replaced, because by that point it was too much of a pain.Hornfluffy1964 wrote:I'm aware. The Revolver as well as enemy sprites are placeholders. All other assets, textures, sprites, sounds, typeface etc. are or will be custom made.
Re: HELP WANTED:Gzdoom expert (PAID)
It does sound pretty interesting. My worries mostly laid around the skill requirement for 3d models in your original post. You certainly can make beautiful work in the GZdoom engine, and it's very easy to use, but creating believable props with 3d models is very difficult. If you're just looking to use them for basic decorations, I suppose that makes sense.Hornfluffy1964 wrote:We made a pixely FPS shooter engine much like Doom in game maker studio as a demo around a year ago and people seemed to like it. The initial intention was to tell a really dark and serious story with minimal graphics. We eventually switched over to Unreal but the cost was becoming immense (so much my producer went into debt) and it was taking months just to make simple assets and nothing was getting done. So we decided to revert to the simple style again. Work with the limitations of the simple engine to make something really unique. It's almost like a throwback to old 90's shooter games but more just trying to be unique game on it's own.Scripten wrote:To be honest, I'm not sure why you're aiming to use GZDoom for a commercial game. While it's a good engine with a lot of tools and a vibrant modding community, it's also mad outdated for modern games. You're going to run into trouble with models at the very least. I like the idea and it seems like you've got a good team assembled, but why Doom and not Unity or Unreal?
Imagine a game with Writing, Story and modern game direction akin to something like Bioshock mixed with Oldschool visuals and sensibilities.
Either way, it sounds like a unique project. Best of luck to you and your team.
- Hornfluffy1964
- Posts: 26
- Joined: Thu Aug 18, 2016 11:11 pm
- Location: West Middlesex
- Contact:
Re: HELP WANTED:Gzdoom expert (PAID)
Somewhat unrelated. Here is an example of some voice acting within our game's story. https://www.youtube.com/watch?v=9_lIbZQB-3g
Re: HELP WANTED:Gzdoom expert (PAID)
Excellent voice acting, I must say! Plus, the story-boarding is very nice as well.Hornfluffy1964 wrote:Here is an example of some voice acting within our game's story....


