markkj
October 27th, 2005, 06:41 AM
Hi, I'm the lead programmer for our independent multiplayer space combat game, Sector 13. We're currently after a few more C++ programmers to join our team.
Paid: Not at the moment
Location: Anywhere
Type: Volunteer work leading to possible equity, contract for contributors
Requirements: Intermediate to advanced C++, requires broadband for our collaboration software, VC++7.1
Timeframe:Open now, plan to start shipping mid 2006, plan to continue for a long time after that
The Game
Sector 13 is a multiplayer 3D space shooter. It takes place in a resource-rich area of space known as Sector 13, a which is hotly contested by four mega-corporations. The player takes on the role of a starfighter pilot for one of these factions. Missions range from defending convoys to taking out opposition capital ships, through taking control of (or destroying) vital industrial facilties.
More information on the game is available on our website: http://www.reactorinteractive.net - we have lots of screenshots and music up on the site. We've had a few bandwidth issues (hence the broken download/video links) - if you'd like to get a link to the trailer or demo, please drop me an email.
The Plan
Our team is working very hard to produce a high quality title for release next (northern) spring. We are currently targetting Windows as our first release platform - we are also investigating other desktop OSes and console possibilities. We're a bunch of committed geeks, and have the software development skills to back up our drive to establish a sustainable independent game development studio.
What we already have
A prototype for the game which we're well into the process of re-writing from scratch
A detailed back-story done by our three professional writers
Our detailed game design document is complete, down to detailed ship specs, asset lists for missions & arenas of play etc
A project manager/producer
A great art team (4 artists)
A skilled programming team (currently 6 programmers)
Composers and SFX people
Most of the player-controlled ships and UI art complete
Our demo was the winner of the recent ATI/Caligari Summer Shootout competition, we've been finalists in some other competitions (BigC, etc - please see our site for more details) and we have a demo submitted for this year's IGF competition (http://www.igf.com/)
Two of our three main guys (myself included) are working on this full-time (I'm a software engineer by training with 10 years commercial C++ software development experience)
Tech
Ogre (http://www.ogre3d.org/) rendering engine
CEGUI (http://www.cegui.org.uk/modules/news/) toolkit
ReplicaNet (http://www.replicanet.com/) network library (we have a commerical license)
Boost (http://www.boost.org/) template library (also making heavy use of STL algorithms etc)
GameMonkey (http://www.somedude.net/gamemonkey/) Script
TinyXML (http://www.grinninglizard.com/tinyxml/)
Groove (http://www.groove.net/) collaboration and filesharing software (excellent commercial tool)
Subversion (http://subversion.tigris.org/) for Version Control/Configuration Management
As you can see from this list, we are focussed on writing high quality game code, not on writing tech (which, while most enjoyable, detracts from our goal of shipping a great game & starting a company from it).
We're pretty flexible about which area each programmer works in - we'd prefer to find the most appropriate place for each programmer rather than shoehorn people into roles.
If you're a programmer who enjoys working in a particularly collaborative team, please contact me directly at: markkj@reactorinteractive.net
Paid: Not at the moment
Location: Anywhere
Type: Volunteer work leading to possible equity, contract for contributors
Requirements: Intermediate to advanced C++, requires broadband for our collaboration software, VC++7.1
Timeframe:Open now, plan to start shipping mid 2006, plan to continue for a long time after that
The Game
Sector 13 is a multiplayer 3D space shooter. It takes place in a resource-rich area of space known as Sector 13, a which is hotly contested by four mega-corporations. The player takes on the role of a starfighter pilot for one of these factions. Missions range from defending convoys to taking out opposition capital ships, through taking control of (or destroying) vital industrial facilties.
More information on the game is available on our website: http://www.reactorinteractive.net - we have lots of screenshots and music up on the site. We've had a few bandwidth issues (hence the broken download/video links) - if you'd like to get a link to the trailer or demo, please drop me an email.
The Plan
Our team is working very hard to produce a high quality title for release next (northern) spring. We are currently targetting Windows as our first release platform - we are also investigating other desktop OSes and console possibilities. We're a bunch of committed geeks, and have the software development skills to back up our drive to establish a sustainable independent game development studio.
What we already have
A prototype for the game which we're well into the process of re-writing from scratch
A detailed back-story done by our three professional writers
Our detailed game design document is complete, down to detailed ship specs, asset lists for missions & arenas of play etc
A project manager/producer
A great art team (4 artists)
A skilled programming team (currently 6 programmers)
Composers and SFX people
Most of the player-controlled ships and UI art complete
Our demo was the winner of the recent ATI/Caligari Summer Shootout competition, we've been finalists in some other competitions (BigC, etc - please see our site for more details) and we have a demo submitted for this year's IGF competition (http://www.igf.com/)
Two of our three main guys (myself included) are working on this full-time (I'm a software engineer by training with 10 years commercial C++ software development experience)
Tech
Ogre (http://www.ogre3d.org/) rendering engine
CEGUI (http://www.cegui.org.uk/modules/news/) toolkit
ReplicaNet (http://www.replicanet.com/) network library (we have a commerical license)
Boost (http://www.boost.org/) template library (also making heavy use of STL algorithms etc)
GameMonkey (http://www.somedude.net/gamemonkey/) Script
TinyXML (http://www.grinninglizard.com/tinyxml/)
Groove (http://www.groove.net/) collaboration and filesharing software (excellent commercial tool)
Subversion (http://subversion.tigris.org/) for Version Control/Configuration Management
As you can see from this list, we are focussed on writing high quality game code, not on writing tech (which, while most enjoyable, detracts from our goal of shipping a great game & starting a company from it).
We're pretty flexible about which area each programmer works in - we'd prefer to find the most appropriate place for each programmer rather than shoehorn people into roles.
If you're a programmer who enjoys working in a particularly collaborative team, please contact me directly at: markkj@reactorinteractive.net