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X2
07-31-2007, 07:53
For those that don't know there is a possibility that this game will come to the 360 as you can see from the job description below. For those that haven't been keeping up with the game, I have put together some info with some help from some fans over at the Project Offset Forum.




Jobs



Offset is a small group of hard working, devoted developers, working out of Newport Beach, CA. We offer competitive salary, 401k, health/dental benefits and flexible working hours. Below is a list of current available positions.



Gameplay Programmer

Primary responsibility will be to develop gameplay specific code, covering features such as combat systems, scripting systems, AI systems, and collaborating with the design team to implement features. Experience programming game code for FPS games (single and/or multiplayer) is a big plus.

Xbox 360 Programmer

Primary responsibility will be to handle porting, maintaining, and optimizing the codebase for the Xbox 360. Experience developing for the Xbox 360 is a huge plus. Experience programming for console platforms is required.

Tools Programmer

Primary responsibility will be to work with artists and level designers to develop content building tools, including enhancing and expanding the Offset Editor framework, as well as external tool development such as scripts and plugins.

Character Animator

Primary responsibility will be to animate characters and creatures of the world. We are looking for animators with strong understanding of animation principles - In game experience a plus. Please make sure to include a reel with your application.

If you are talented, whether in art or programming please email us at offsetjobs@gmail.com


This is for those that need to catch up.



Thanks to:
Artemis
Sober
Warsaw
Xaith

From Project Offset Forum

Enjoy!:)


We thought it would be nice to make a post about all stages that Project Offset, the game, has gone through. Please keep in mind that this is OLD INFORMATION. Some notes: Information that is edirectly overlapping any other, IE: From a later stage in the game development, will not be posted. In addition, each "stage" stands for a different website in game development. Enjoy.

Preamble


Our current project, codenamed Project Epic, is a First Person Shooter set in a fantasy world.

In Project Epic, take the side of good or evil in several objective-based scenarios. Fight as a number of character classes, such as human, dwarf, wizard, and elf. Ride giant dragons and rain fire down upon your opponents. Control powerful vehicles such as catapults and battering rams. Use your character's unique skills to complete map objectives. Wield melee weapons like a broadsword and battle axe. Use ranged weapons like bow and arrow, crossbow, and mobile ballista. Control the forces of nature with devastating storm spells.

Check out the concept art.

Project Epic is in its very early stages. If you are interested in getting involved, visit our team page for contact info.




1. Beginning Stage (First Website)

- Game Design
("Project Offset" (working title) is a game like no other first person shooter to date. We wanted to make an FPS set in a epic fantasy world. A game where you can choose one of many character classes. A game where clans can combat over mission based objectives and be ranked accordingly. A game where you can play alone, coop, team based objective or deathmatch.

The controls feel exactly how an FPS player would expect. Play as an archer and
your skill using the bow and leading your target is what will set you apart. When the battles get close up, pull out your sword and continue the fight melee.

For players who like vehicle combat, we won't disappoint. Project Offset will have creatures you can ride, dragons you can fly, siege weapons you can man -- all part of an epic battle between you and your foes.

Project Offset is built around a next gen engine, where every model is created with the amount of detail and effort normally found only in a cinematic, making you feel like you are part of an epic story.)


http://web.archive.org/web/20050605235637/http://www.projectoffset.com/images/elf_child_thumb.jpg
Elf Child in the works. Just one example of a class you will be able to play in "Project Offset".

- Technology

Overview http://web.archive.org/web/20060427235705/www.projectoffset.com/images/beast_large.jpg
(The Offset Engine is a complete platform for creating next generation games. Though it aims to be a top tier engine, OE is not just built with large developers in mind. Every aspect of the engine is designed around the goal of reducing development time and cost, while empowering designers and artists with the tools they need to create spectacular visual effects and immersive environments.)

Unified Lighting and Shading
(The Offset Engine uses a fully 64-bit floating point HDR rendering pipeline. This allows pixels to encode color values which are brighter than the displayable range of the monitor, enabling cinematic color precision. Effects such as motion blur, depth of field, and specular bloom are all possible with the engine's post processing architecture.

The engine fully supports normal mapping technology, which allows source art comprised of millions of polygons to be reduced to just a few thousand polygons with no apparent loss of detail.

The Offset Engine's advanced shader system allows artists to create elaborate effects without needing a programmer. Complex effects which might normally take a programmer several hours to create and debug can now be created by an artist in seconds.)
http://web.archive.org/web/20050606002948/http://www.projectoffset.com/images/wizard_source_thumbnail.jpg
On the left is source art comprised of 1.2 million polygons
On the right is the resulting in game model comprised of just a couple thousand polygons

http://web.archive.org/web/20050606002948/http://www.projectoffset.com/images/dwarf_nobeard.jpg
Artists created a custom skin shader for this character, approximating the subtle effect of subsurface scattering

Lighting and Shading notable features:

*
The node based shader system used by the shader builder is integrated tightly with the rest of the engine. All shader code is internally generated on the fly as the engine runs, without the need to save code out to external files.
*
Programmers that wish to extend the capabilities of the shader editor may do so by adding "shader modules". These are small, simple to create XML files which define the behavior of the shader nodes.
*
With other engines, often multiple versions of the same shader must be created for the shader to work under different lighting conditions. The Offset Engine, on the other hand, automatically generates all the necessary permutations for the shader to work in any lighting environment.
http://web.archive.org/web/20050606002948/http://www.projectoffset.com/images/bloomtest_thumb.jpg
Specular bloom is used to give the Offset logo a dramatic appearance

Shadowing
- The Offset Engine uses a texture based shadowing approach, utilizing hardware shadow mapping technology when available. All objects in the world are affected uniformly by shadowing, with correct self-shadowing on characters and other complex objects.

http://web.archive.org/web/20050606002948/http://www.projectoffset.com/images/shadowtest_thumb.jpg
An object casts shadows on the ground and on itself
http://web.archive.org/web/20050606002948/http://www.projectoffset.com/images/b_small.jpg
Dynamic self-shadowing occurs on the beast's arm and inside his mouth

Shadowing notable features:

*
Designers can select between several shadowing techniques and quality settings to achieve the effect they are looking for, including a completely new technique we call "displacement shadow mapping", which conforms the shadow's shape to any normal maps that are applied to the surface
*
Shadows work correctly with shader-based opacity, with light only passing through the translucent regions

Editor Framework
- The Offset Editor allows all aspects of the game and gam content to be created and modified inside a single application. It is built from the ground up with the goal of decreasing development time in every aspect of game creation.
http://web.archive.org/web/20051124202830/www.projectoffset.com/images/shaderbuilder_large.jpg
The shader builder, mesh editor, and material editor are used here to create the eyeball for a character

Editor Framework notable features:

*
For designers that prefer to work close to the metal, all content is editable external to the editor via easily readable XML files
*
"Hot loading" is supported for all content files. If a file, like an image, is modified externally, the editor will automatically detect the change and reload it instantly
*
Game code can be run while the designer edits a map

- Team
Team Info
Sam McGrath
[Founder / Technical Director]
Travis Stringer
[Co founder / Artist]
Trevor Stringer
[Co founder / Artist]


(We are just three people working out of an apartment, and are currently completely self-funded. The engine and all art thus far has been created with a tiny budget -- just enough to purchase the software and hardware we need for development. However, although our budget may be small, our goal is big. We are creating an AAA next generation game (codenamed "Project Offset"), and a powerful game engine to run it. )

Funding and Future
(Unfortunately, we can't stay self-funded for too much longer! We're looking for publishers, investors, and even fans who want to contribute to our effort (see below).

Our immediate goal is to find enough money to hire a few more people to refine and further develop the engine and gameplay. Eventually we want to ramp up and send the game into a full scale production, ending up with a kick ass title.

Investors and publishers: we are interested in talking about partnership opportunities. Please email Sam.)


2. Intermediate Stage (Second Website)

- Game Design
http://web.archive.org/web/20051224042949/http://www.projectoffset.com/images/projectoffset.jpg

Introducing the first epic fantasy FPS
(- "Project Offset" (working title) is a game like no other first person shooter to date. We wanted to make an FPS set in a epic fantasy world. A game where you can choose one of many character classes. A game where clans can combat over mission based objectives and be ranked accordingly. A game where you can play alone, coop, team based objective or deathmatch.

The controls feel exactly how an FPS player would expect. Play as an archer and
your skill using the bow and leading your target is what will set you apart. When the battles get close up, pull out your sword and continue the fight melee.

For players who like vehicle combat, we won't disappoint. Project Offset will have creatures you can ride, dragons you can fly, siege weapons you can man -- all part of an epic battle between you and your foes.

Project Offset is built around a next gen engine, where every model is created with the amount of detail and effort normally found only in a cinematic, making you part of an epic story.)

http://web.archive.org/web/20051224042949/http://www.projectoffset.com/images/singleplayer.jpg
(- Yes this game will have single player! And you will be able to play with friends as well. We have many things planned for this single player that will excite fps players and rpg players alike. Information about our single player/coop will be given soon.)

http://web.archive.org/web/20051224042949/http://www.projectoffset.com/images/Multiplayer_Competition.jpg
http://web.archive.org/web/20051224042949/http://www.projectoffset.com/images/Platform.jpg
(The game is targeted for next gen PC hardware. Xbox360 and PS3 are also possible and we are excited about bringing Project Offset to these platforms.)

http://web.archive.org/web/20051224042949/http://www.projectoffset.com/images/Multiplayer_Competition_Summary.jpg
(- This is a very basic overview of our Multiplayer to answer some of the common questions we have been recieving. Some of the more exciting areas of the game such as persistent experience, melee and other key areas will be explained in updates to come.

The Multiplayer Competition aspect of Project Offset is designed to be fast paced and teamwork dependent. 2 teams are placed in a battle with a set of objectives. The first team to complete their objectives wins the battle. During the course of a battle, a player can choose from five or more character classes. Players will earn experience while playing that they can use to customize and improve their characters, as well as improve their individual rankings.

The number of players per game is expected to range from 8 to 64+, split evenly between the two teams.)

http://web.archive.org/web/20051224042949/http://www.projectoffset.com/images/battlesandwars.jpg
(- A battle is a multiplayer game level where both teams are assigned a separate list of objectives to complete. This is usually set up as an attacking / defending situation, where team A "pushes forward" offensively through the level, while team B tries to stop their progress. There are two types of objectives, primary and secondary. Primary objectives MUST be completed in order to win, while secondary objectives will help your team, but are optional.

Battles are always set up as a struggle between good vs. evil. Each battle tells a story that is part of a larger war. A war is simply a chain of three or four battles. The battles visited in a war can change based on which team wins each battle.

The length of a team match can vary from half an hour to several hours depending on the skill level of the teams playing, and the length of the war.)

Example battles follow:

Castle Siege

http://web.archive.org/web/20051224042949/http://www.projectoffset.com/images/siege_small.jpg
Concept art for Castle Siege battle

Team A (Evil) primary objectives:
1.
Primary Objective: Transport siege weapons within firing distance of the castle
2.
Primary Objective: Destroy the castle's outer defenses
3.
Primary Objective: Infiltrate the castle and kill all the innocents

Team A (Evil) secondary objectives:

1. Secondary Objective: Capture the castle's guard towers
2. Secondary Objective: Destroy the side wall to the castle

Team B (Good) primary objectives:

1. Primary Objective: Light all beacons to call for reinforcements
2. Primary Objective: Defend the innocents for 30 minutes until reinforcements arrive

Team B (Good) secondary objectives:

1. Secondary Objective: Prevent the enemy's siege weapons from reaching firing distance of the castle
2. Secondary Objective: Defend the guard towers
3. Secondary Objective: Construct a barricade to the castle gate

Voyage

Team A (Good) must abandon their city and head for a new land by ship. Team B (Evil) must stop them using whatever means necessary - dragons, smaller boats, etc.

http://web.archive.org/web/20051224042949/http://www.projectoffset.com/images/character_classes.jpg
(Project Offset is a class based FPS. Each class has specific roles in a battle and brings with it one or more unique abilities. Although there are weapons each class share, each class has ranged and melee weapons unique to them. In order to win a battle, teammates must be coordinated in their usage of each class to successfully complete each objective.)

Below is a list of some basic classes and their roles.

Human (Warrior)
http://web.archive.org/web/20051224042949/http://www.projectoffset.com/images/Paladin_thumb.jpg
Primary role: The stock soldier in the group, useful in all combat situations

Elf (Marksman/Stealth)
http://web.archive.org/web/20051224042949/http://www.projectoffset.com/images/neverelf_thumb.jpg
Primary role: Stealth and long ranged "sniper" attacks

Dwarf (Builder)
http://web.archive.org/web/20051224042949/http://www.projectoffset.com/images/builder_thumb.jpg
Primary roles:

* Constructs and repairs "constructible" objectives
* Demolition using explosive devices

(Healer)
http://web.archive.org/web/20051224042949/http://www.projectoffset.com/images/questionmark.jpg
Primary role: The life of the party!


Wizard
http://web.archive.org/web/20051224042949/http://www.projectoffset.com/images/wizard_white_good_thumb.jpg
Primary role: Area damage dealer

http://web.archive.org/web/20051224042949/http://www.projectoffset.com/images/vehicles.jpg
http://web.archive.org/web/20051224042949/http://www.projectoffset.com/images/wizard_sketch_small.jpg

Certain battles will have vehicles or creatures that can be ridden.

Horses

* Fast moving, can be ridden by one player at a time

Catapult

* Large, very slow moving device
* Can be boarded by players to protect them

Dragon

* Ability to fly
* Can rain fire on enemies down below
* Can swoop down and grab enemies

Giant Troll

* Serves as a ground transport vehicle

Battle Ship

* Very large vehicle supporting many players, with ballista armaments

http://web.archive.org/web/20051224042949/http://www.projectoffset.com/images/persistent_exp.jpg
(Persistent EXP is a big part in the game design. We will dive into this more in future updates.)




http://web.archive.org/web/20051224042949/http://www.projectoffset.com/images/physics.jpg
# Destructible environments
# Dynamically simulated deaths (ragdoll physics)
# Dynamic damage

* Arrows sticking / bouncing off objects and players
* Dynamic character reaction ("knockback") animations

# Falling blocks and debris

http://web.archive.org/web/20051224042949/http://www.projectoffset.com/images/environment.jpg
(During the course of a war, players will travel through many different lands.

Environments will be epic in design, incorporating both indoor and outdoor areas. The visuals will vary from the vast and beautiful to the claustrophobic and scary depending on the battle.

Environments will play an important role in gameplay. Expansive outdoor environments will be conducive to vehicle combat, while enclosed environments will work well for melee combat.)

http://web.archive.org/web/20051224042949/http://www.projectoffset.com/images/conclusion.jpg
An epic fantasy FPS is something we have been dreaming of for a long time. We are currently seeking publishers interested in funding development of the game. If you are an interested party, please email us.

Stay tuned for more detailed information on our Single Player and Multiplayer design.
http://web.archive.org/web/20051224042949/http://www.projectoffset.com/images/Cabin_on_river_cropped.jpg

Concept Art

Manhunter
http://web.archive.org/web/20051224042949/http://www.projectoffset.com/images/manhunter_thumb.jpg

Dark Elf
http://web.archive.org/web/20051224042949/http://www.projectoffset.com/images/DarkElf2_thumb.jpg

Fire Wizard
http://web.archive.org/web/20051224042949/http://www.projectoffset.com/images/firewizard_thumb.jpg

Stalker Elf
http://web.archive.org/web/20051224042949/http://www.projectoffset.com/images/stalkerelf_thumb.jpg

Wood Elf
http://web.archive.org/web/20051224042949/http://www.projectoffset.com/images/woodelf_thumb.jpg

White Wizard
http://web.archive.org/web/20051224042949/http://www.projectoffset.com/images/wizard_white_thumb.jpg

Barbarian
http://web.archive.org/web/20040613041131/http://www.offsetsoftware.com/images/barbarian_thumb.jpg

Paladin
http://img254.imageshack.us/img254/4586/projectoffset8yj2.jpg

- Jobs


http://web.archive.org/web/20051220132832/http://www.projectoffset.com/images/jobs.jpg

(This project is now very close to being fully funded by a major publisher. So we are now in the process of putting together a team of the most talented people in the industry. This is your chance to be a part of something from the ground up. If you would like to be a part of this ambitious next generation game, send us your stuff.)

Artists - Send us your portfolio. No need to send everything you have ever done. Just send us your best stuff.

Modelers/Animators - Knowledge of XSI / Zbrush is a bonus but not a requirement. What is a requirement is that you are badass.

Engineers - If you have been programming since the age of 3 then we want to talk to you.

Producers - Those who love to brag and annoy those around you, please don't apply. We are building a group of hard working guys and need someone who fits right in.

Business Development - If you have knowledge and experience in the games industry, love making deals, and have a celphone permanently attached to your head, we want to hear from you.

(Our goal is to create an amazing game and have fun doing so. If you feel that you are up for the challenge and love to push your creative limits then Offset is the place for you. We are currently located in Riverside, California, but that may change as we scout for the best office location.)

If you are talented, whether in art, programming, or business, email us at offsetjobs@gmail.com

__________________________________________________ _

There it is. If you see something that I missed, or something that isn't correct, just say so. Devs, of course, are free to edit this as they wish. :P

Here are the websites if you want to view things for yourself.

First Website- http://web.archive.org/web/20050605235637/www.projectoffset.com/game.html
Second Website-http://web.archive.org/web/20051220133042/www.projectoffset.com/game.html





And I'm saying it again: THIS INFORMATION IS DATED It is simply to show you how PO began, and how it evolved.

$_KD_
07-31-2007, 07:55
that's a really good read, but i hope it comes to the 360 and ps3. hopefully we can get more info on the guys working on this game.

Carsonal
07-31-2007, 10:33
So who did they get on board to publish their game?

Aquanox
07-31-2007, 16:37
So who did they get on board to publish their game?

It's been rumored that the publisher could be Microsoft or Blizzard. Nobody knows for sure except from them though.

Infinite Daremo
07-31-2007, 16:42
Please don't let it be Blizzard :(

unr3stricted
07-31-2007, 17:48
Why not Blizzard? Blizzard is easily one of the top 10 developers out there... Hell, they are in my top 2... whats wrong with them?

X2
07-31-2007, 18:16
It's not Blizzard the Devs already confirm that.:)

Infinite Daremo
07-31-2007, 18:20
Why not Blizzard? Blizzard is easily one of the top 10 developers out there... Hell, they are in my top 2... whats wrong with them?

Blizzard wouldnt be developing it so theres a plus, the way they milk/promote things annoys the life out of me though, just look at WoW. Anyways its not Blizzard anyways so thats great. Hoping its not MS either, a game like this deserves a wide audience.

Mika Mo 25
08-01-2007, 06:19
I'd rather have these be the developers for the game. If this comes to the 360 and not PS3 I will buy a core just to play this game. Bioshock, Halo 3 and Mass Effect are good but this would push it for me since it has been my most anticipated title since 2005.