Author Topic: Trem ressources  (Read 3728 times)

ormindo

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Trem ressources
« on: January 24, 2014, 08:54:37 pm »
Hullo all,

A few friends and I are working on a Trem project using Unity 3D. Since we're aware many people made 'fan-work' about Trem, we were wondering if there were a few ressources we could use (sounds/models). We plan on doing everything ourselves, but these would help us to make a first build and focus on the coding.

If you have any link or thing you did yourself, feel free to reply

Sincerely,
Ormindo.

kharnov

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Re: Trem ressources
« Reply #1 on: January 24, 2014, 09:33:20 pm »
How many people are on your team and what do they do?

How long have you been working on this project for?

What are your long-term goals and how do you seek to accomplish them?

What do you seek to achieve with your coding?

If you plan to make your own material, why not just use the Tremulous assets for placeholders?

Are you aware of the asset pipeline and how to get material into your game?

How do you intend to recruit to make up for gaps in your roster?

What is the license of this project, and is it commercial or free?
« Last Edit: January 24, 2014, 10:32:52 pm by kharnov »

ormindo

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Re: Trem ressources
« Reply #2 on: January 25, 2014, 12:28:47 am »
Wew lots of thing

We currently are 7 on the project (3 coders(1 focusing on networks), 2 modellers, 1 animator, 1 mapper).
We've been working on this project since one month, though most of it have been planning ahead and getting used to our tools.
Our long term goal is to revive Tremulous, or at least recreate the gameplay we loved so much (the game is what hooked us up together for more than a thousand hours).
We are actually using as many Tremulous assets as we could find (sounds, a few models)
For filling gaps we planned on annoucements such as this one or a few other relations.
License of the project is MIT.

kharnov

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Re: Trem ressources
« Reply #3 on: January 25, 2014, 12:51:13 am »
I see.

To be honest, while "reviving Tremulous" is certainly a noble goal, it's a vague one and you're not going to get anywhere by following it. For instance, consider what would happen if your project was to succeed. Would you truly be reviving Tremulous? No, you'd have a separate project and Tremulous proper would be gone by the time you made your first release. You wouldn't have the same servers, and the community would be nothing like you remembered. Most of the people that left Tremulous have been gone for years now and they've moved on with their lives. You can tell from how dead these forums are.

Instead of "reviving Tremulous" try to consider what your actual goals might be. Are you in this for making new models? Do you want to improve the gameplay of Tremulous, keep it the same, or make something entirely different? Is this just going to be a fun hobby project or do you want to make this into something serious? Have any of your team members worked on a project before, or is this your first time? Make a game design document.

Undertaking a game project is an enormous time commitment on its own. You will need to spend a very long time getting everything together, even just for your first release. It's very difficult to attract team members that will stay with you for a long time unless you're paying them, and even then that's not guaranteed. You will need to constantly show off new assets to maintain a community interest in them. If you go for a long time without showing anything new, people will lose interest in you. Thus, showing off your first release will be a pivotal event that you will need to schedule carefully. Hype is something that is difficult to build up and easy to lose.

As it stands, there are exactly two successor projects to Tremulous. Unvanquished is the one I'm from, and we're an open source project with two years of monthly alpha releases. We began around the summer of 2011 and we seek to gradually create a different game. The other project is Murnatan, started by Rotacak from the RCZ server. He began a year ago, and his project is commercial. I don't know much else about his game, but from what I can tell, he wants to be more of a direct Tremulous successor.

Regardless, good luck and see where it goes. If you want advice from someone behind a long-term project, go ahead and ask me because I can tell you what the common pitfalls are and I've seen everything.

ormindo

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Re: Trem ressources
« Reply #4 on: January 25, 2014, 01:09:28 am »
Thanks a lot for your time and concern. While we gave a look at Unvanquished and Tremulous II, we didn't know about Murnatan (which seems to be Tremulous II). So far, everyone has proven a great deal of motivation, and we plan to keep it that way.

I'll be sure to contact you should we need advice. Thanks again !

kharnov

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Re: Trem ressources
« Reply #5 on: January 25, 2014, 01:10:41 am »
Yes, Tremulous 2 renamed itself to Murnatan after a dispute over the project name.

Anyway, you can always send me a message if you want. Have fun.

/dev/humancontroller

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Re: Trem ressources
« Reply #6 on: January 26, 2014, 01:17:50 am »
ormindo: pro tip: stay away from Unvanquished and dump shit on kharnov.