Project Thunder Snake represents a new form of creative venture in the electronic entertainment world. The project goal is to create an original, commercial quality video game utilizing only free and open source software. We believe it will be possible to do this by exploiting the maximum potential of the Id Software Tech 3 GPL Engine. Check back frequently for news and project updates.

Wednesday, July 2, 2008

Introduction to Game Creation: Custom Maps

Mapping has become one of the most important aspects in game creation. Back in the mid nineties it would take one guy about a week to create a kick ass map to go into a game, not it could take a team of 5 to 12 people several months to create a map that won’t even make it to the final game. The good news is that a lot of games these days come with some kind of map editor. These editors are normally similar to the editors that the game developers use, only simplified so that just about anyone can use them. For the past 12 years or so, pc games have allowed you to share these maps, and newer console games have built in features to do so, but that doesn’t mean that everyone should. Though there are thousands of vary well made custom maps for games out there, some of which are better than the professionally made maps, but there are ten times as many bad maps out there as good ones.
So how do you create a good map? To me the best way is to simply pick a feature of the game that you liked, but felt that there wasn’t enough of in the game to feel completely satisfied, and build from there. This could be a defend your base scenario in a real time strategy game, it could be a place to get that 1,000,000 point grind combo in your favorite skating game, or having a thirty mile straight away to get to top speed in your favorite racing game. Whatever that features may be, just remember that the biggest mistake that most people make when they try to create custom maps is that they make it way to complicated, and when that happens the map looses all of its fun.

Tuesday, April 29, 2008

Introduction to Game Creation: C

C is one of the most used programming languages in history. Though it has long been outdated by its older brother C++, the concepts in C are featured in most other programming languages used today.
For this project we will be using C, with a little C++. Why? Well mostly because we are using the Quake 3 engine which was built using C and it would be such a pain in the ass to go through hundreds of pages of code to make the changes needed to switch it up.
Another advantage is that because C is so popular, we will be able to use free IDE software to develop the game, without having to make much of a sacrifice. This is an important aspect of this whole project, as not only is our budget vary limited, but we would also like to support GNU/Free Software projects.

For more info check this out.

Wednesday, April 23, 2008

Need Programmers

Project Thunder Snake is now also looking for programmers proficient in C/C++. Programmers will need a familiarity with the Quake 3 engine, other similar game engines, or a willingness to orient themselves with the software. Programmers should be comfortable communicating and working over the internet. As always, professional experience is a plus, but more importantly are the desire to produce to the best of ones abilities, and the willingness to see this project through to the end. This will be a profit sharing enterprise and exact percentages will be worked out before you have to make any commitment to the project. If you think you would be interested please contact John at john@teamfuzzy.com.

Tuesday, April 15, 2008

Looking For a Few Good Artists

Project Thunder Snake is looking artists proficient in 3D character modeling. The artists will need to be able to create, edit, and animate 900-1,500 polygon character models. A familiarity with game editing is necessary as well as the ability to pay strong attention to detail. Knowledge of Quake 2 and/or 3 is an excellent plus, but not a requirement. Artists should be comfortable communicating and working over the internet. Professional experience is a plus, but more importantly are the desire to produce to the best of ones abilities, and the willingness to see this project through to the end. This will be a profit sharing enterprise and exact percentages will be worked out before you have to make any commitment to the project. If you think you would be interested please contact John at john@teamfuzzy.com.

Digg it!