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Volunteer builders needed for W40k inspired sim

Cillian Sass
Registered User
Join date: 4 Jun 2008
Posts: 2
04-05-2009 03:41
I am designing an in-world game based on Warhammer 40,000 called "Angels of the Imperium". It is going to be a hybrid First Person Shooter/Roleplaying Game based on the Warhammer 40,000 universe, designed specifically to provide fans of the classic tabletop game and all derivatives an imersive and authentic 40k experience.

I will be handling the scripting of the game system, including all weapons, armor and gameplay mechanics and the programming of bots using the libsl libraries when the game itself has been finished. What I do need is people to build the actual character models (there are approximately 36 classes to implement, with 13 completely unique builds that cannot be easily adapted from other works in the game) and the battlefield itself.

I cannot stress enough that I am looking for enthusiastic Warhammer 40,000 volunteers who are interested in creating a W40k inspired experience for its own sake. Those who are actively involved in the creation of the game will have a unique opportunity to choose the direction and content of the project and can be assured continued creative input over the direction of the system if and when it is is implemented in-world. This input will include the ability to write story-lines, play unique characters and have a say in which races, vehicles and locations appear in the game world.

Upon volunteering the current project requirements will be forwarded to you, along with a full technical specification of the classes the game implements and concise guidelines on the nature of the game.

As stated this is going to be a hybrid of first person shooter and roleplaying game. The eventual game will take place on a full sized sim and will contain three planned launch races (Chaos, Ork and Space Marine). There will be safe areas (a Battle-Barge for the Space Marines, a Desecrated Stronghold for Chaos and an Orky Fort for the Orks) where roleplay and grouping can take place. The unified battle-area is where characters fight, level up, collect Wargear and compete for control of Battle Assets, which generate the requisition required to purchase Unique Wargear and the planned implementation of Vehicles and Battlefield Structures.

Combat takes place in rounds and is presided over by a server object, which prevents team-killing and ensures balance by awarding extra Wargear and requisition the losing side, proportionate to the desperation of their situation.

The aim of ground-based combat is the control of Battle Assets (locations on the map which confer a benefit to the team who owns them). Battle Assets are captured simply by keeping the area around them clear of other factions, and confer a defensive, monetary and strategic benefit when captured, most significantly allowing fallen units to redeploy from the nearest asset.

Fortress assaults will be the pinnacle of offensive gameplay. By controlling another faction's Critical Asset you will be given the opportunity to transport directly into their fortress and attempt to destroy their Fortress Asset for a massive boost in experience.

There is also going to be a significant storyline, bolstered by unique units, wargear, relics and enemies. Individual players will be actively involved in the storyline, and members of the design team will be in a unique position to decide what these stories are.

If you're a skilled builder and this sounds like a project you wish to be involved in, please IM me in-world and I will place you on the Angels of the Imperium team, whereupon you will be given a project brief detailing what needs building. Your tasks are, of course, completely negotiable and I would much prefer it if you worked on the units and/or settings you believe you'd enjoy. As a member of the team you will have creative input over what goes into the game, including the ability to negotiate the exact nature of the game environment and the appearance of its models.

The final point is one of economics. Whilst all initial proceeds from the sale of game-related products will go solely in maintaining the game and the sim itself, any subsequent earnings from the sale of game merchandise will go to the individual or team who created said merchandise. The individuals who volunteer will be under no obligation to sell their products exclusively to AotC customers, and will be able to advertise both the products they make for the game and any other products, related or unrelated, for free upon the sim in which the game is set. Linden dollars generated by products unrelated to the game will not be used to fund the sim and will go, in full, to the creator of the product.

Thank you for reading.
PaperJack Easterwood
Registered User
Join date: 7 Oct 2008
Posts: 3
06-24-2009 07:18
I hereby declare this project dead, or at least on hiatus. Cillian Sass hasn't been showing up since 4/30/09.

If anyone wants to see the battle barge I made, feel free to ask.