Level Designer for OpenKatana

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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hogsy
Posts: 5
Joined: Thu Jun 30, 2011 6:18 pm

Level Designer for OpenKatana

Post by hogsy »

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What's this about?
Hello everyone at Quake3World!
I'm the lead programmer on an upcoming game called OpenKatana. What is OpenKatana? OpenKatana is an upcoming single-player and multi-player Quake-based first-person game with a huge emphasis on characters, story and action, and we're hoping to not only create a great game but to also offer a platform to other future developers that may be interested in the Quake engine due to its wide support of various platforms and because of this we are working on a library of high-quality documentation and examples that users can use for either inspiration or insight.

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That's great but what exactly is it?
The game itself is based around the infamous Daikatana but with many twists. Firstly OpenKatana is based upon the original vision of Daikatana back when it was intended to be created using the Quake engine, to assist us with this task we have access to every single map from the games development and all of the documentation created to lay out the design of the game. Along with this we have made various changes that we feel are necessary to enhance the experience and make things more "complete", and we are also heavily revising levels so that they are much more eye pleasing.

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Is this a modification for Daikatana? A modification for Quake?
The game is completely standalone and just about all the content featured in the game has been created purposely for the game along with a brand new higher-resolution texture set. We're also working on our own soundtrack and have also worked with people such as Skaven who contributed music for Unreal Tournament's soundtrack.

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So what engine are you guys using?
OpenKatana uses our own modified version of the popular FitzQuake engine which has been named Katana and supports a large range of new features to make development easier and more manageable. Unlike Quake we support full-colour lighting within levels and without the need for external files, reduced file sizes for levels, MD2 model support, a heavily revised lighting system for models, revised particle system including support for external textures, completely rewritten game-logic, an advanced weapon/item system, an all new advanced GUI system, 32-bit textures without any palette restraints and plenty more! We will also be supporting both Windows and Linux.

So how can I help?
We're currently looking for someone familiar with primarily creating single-player maps for Quake but is capable of working with unfinished tech and also capable of providing reasonable/helpful feedback on tools, engine and documentation. Whether or not you think you can contribute good work is of no interest to us, if you feel interested enough and think you're capable of contributing then we encourage you to throw yourself at this opportunity.

Currently we're mainly working with the editor called Worldcraft however we also offer tools for GTKRadiant for those that prefer it.

As we've rewritten the game-logic in C, an understanding of C would be a plus but is not a requirement. It would simply mean that you would not need to wait on us to implement or tweak features, and that said the code is fairly well documented and easy to understand if you feel like diving in. There are various guidelines that surround the code so it would be advised to follow those if you decide to but we'll get into that if you're interested in the position.

We hope you're interested and look forward to hearing from you, if you'd like any other information then please do contact me with the email below and I'll answer any questions you may have.

So where do I start?
Send an email with an example of your work to either hogsy@oldtimes-software.com or eukos@oldtimes-software.com and we'll get back to you as soon as we can. If you have any questions then feel free to ask :)

Links!
OldTimes Software Blog
hogsy's Blog
GitHub
IndieDB
Castle
Posts: 191
Joined: Fri Dec 29, 2000 8:00 am

Re: Level Designer for OpenKatana

Post by Castle »

hmm When you say Worldcraft that makes me nervous as GTKR is quite a bit better than Worldcraft but lacking vs Hammer.

Is this a paying position?

Can you describe the game play in terms of what kinds of things will be expected from the level designer?
- Russell Meakim AKA The Castle
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hogsy
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Joined: Thu Jun 30, 2011 6:18 pm

Re: Level Designer for OpenKatana

Post by hogsy »

We have configurations for both Radiant and Worldcraft/Jackhammer.

No, this is a free/open-source indie title.

The game is a fast paced first-person shooter, similar to Quake or Duke Nukem 3D (or obviously even Daikatana). Level designers working with us on the project will be expected to iterate on existing designs so that levels flow better, support cooperative play and are overall more "complete" in appearance; you will not be required to create levels from scratch as the basic geometry for all levels is already complete.
Castle
Posts: 191
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Re: Level Designer for OpenKatana

Post by Castle »

hogsy wrote:We have configurations for both Radiant and Worldcraft/Jackhammer.

No, this is a free/open-source indie title.

The game is a fast paced first-person shooter, similar to Quake or Duke Nukem 3D (or obviously even Daikatana). Level designers working with us on the project will be expected to iterate on existing designs so that levels flow better, support cooperative play and are overall more "complete" in appearance; you will not be required to create levels from scratch as the basic geometry for all levels is already complete.
I see, its just reworking existing levels. Main question is now, with all of the advancements, am I now able to leave without my buddy Superfly? :olo:
- Russell Meakim AKA The Castle
Portfolio: http://castledoes.carbonmade.com/
YouTube: https://www.youtube.com/user/zZCastleZz
Tsu: https://www.tsu.co/zZCastleZz
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fKd
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Re: Level Designer for OpenKatana

Post by fKd »

:olo:
hogsy
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Joined: Thu Jun 30, 2011 6:18 pm

Re: Level Designer for OpenKatana

Post by hogsy »

I should have emphasized this, but the levels being reworked are not from the retail Daikatana (just to avoid any confusion here), but if someone is interested in the position I can certainly go into more detail but there must be some form of understanding between us and the person interested before we go anywhere.

And as for Superfly, let's just say that a lot of things have been changed almost entirely from Daikatana. We're somewhat aiming to give OpenKatana a more serious and darker overall tone, so obviously quite a few game elements have had to be revised in order to incorporate that. The companions are still in the game, but they'll work entirely differently and the characters won't really be quite the same.
hogsy
Posts: 5
Joined: Thu Jun 30, 2011 6:18 pm

Re: Level Designer for OpenKatana

Post by hogsy »

Pardon the bump but here are some rough screenshots showing some more of the project so far. I hope these will at least interest someone since we're desperately looking for more people to join the team.

I should emphasize that these screenshots haven't been released publically/officially for obvious reasons...
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hogsy
Posts: 5
Joined: Thu Jun 30, 2011 6:18 pm

Re: Level Designer for OpenKatana

Post by hogsy »

Pardon the bump but is there no interest in this position?
deqer
Posts: 298
Joined: Mon Dec 28, 2009 6:30 pm

Re: Level Designer for OpenKatana

Post by deqer »

hogsy wrote:Pardon the bump but is there no interest in this position?
Correct.

There is an attitude on the internet where people will ignore rather reply.

So, if you see that your thread is being ignored, that means people are not interested.

You might want to try recruiting in other areas (websites/forums, chat (irc), etc.)
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Eraser
Posts: 19174
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Re: Level Designer for OpenKatana

Post by Eraser »

deqer wrote:There is an attitude on the internet where people will ignore rather reply.
Hey you still around ey? :)

Hogsy, I'm afraid deqer's assessment is correct.
Castle
Posts: 191
Joined: Fri Dec 29, 2000 8:00 am

Re: Level Designer for OpenKatana

Post by Castle »

hogsy wrote:Pardon the bump but is there no interest in this position?
I apologize for not at least giving feedback so you know what was going on with my responses.

The project does interest me however I am struggling with tests for potential industry work and life in general. The only way I would be able to contribute would be for a paying position that is at least roughly equivalent to a part time minimum wage job. Otherwise I simply wont have time to juggle everything I need to do to pull myself out of my current situation.

I mention this as I know how it feels to not hear anything at all. I realize this isn't much better but at least its not no interest at all. I am sure its a fun project to work on. Don't let peoples silence be discouraging as who knows what the full story might be.
- Russell Meakim AKA The Castle
Portfolio: http://castledoes.carbonmade.com/
YouTube: https://www.youtube.com/user/zZCastleZz
Tsu: https://www.tsu.co/zZCastleZz
Twitter: @zZCastleZz
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Hipshot
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Re: Level Designer for OpenKatana

Post by Hipshot »

I wonder how I could buy the Daikatana licence...
Q3Map2 2516 -> http://www.zfight.com/misc/files/q3/q3map_2.5.16_win32_x86.zip
Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe
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