Any Modders Want To Pitch In?
-
- Registered users
- Posts: 605
- Joined: Mon Apr 24, 2006 7:56 pm
Any Modders Want To Pitch In?
Hello Programs,
We are looking for people to contribute their skills to help finish this awesome mod called Brickfield. It takes the gameplay of Battlefield 2 into the world of Lego's where you can fight in children's rooms, a sandbox, etc. Here's the site:
www.brickfield-mod.org
Here's a rundown of our current situation.
Technology:
Battlefield 2 engine, Battlefield2 Editor.
3dsmax/maya, Python, Photoshop
Talent needed:
We are looking for at least one or two 3D guys who can create well
looking objects in a reasonable time and polycount ( 1000-5000k ~ ca )
uvw'ing skills are beneficial.
One 2D guy who can create good looking real world and plastic textures
uvw'ing skills are beneficial.
Last but not least, we do need at least 2 animators as this is
the most critical thing missing in our game.
Some existing animations need to be overhauled, and others need to be done from scratch - our skel is weighted and rigged
Team structure:
Chaser - Founder/Coder/Exporter/FX/UVW's/Textures/Builds
debconf - Audio/3d/Level Design/Gameplay
Avi - Music composition/Sound engineering
If any of you talented modders can lend a hand, we would greatly appreciate it. With the right people on the team, this thing will be completed soon!
We are looking for people to contribute their skills to help finish this awesome mod called Brickfield. It takes the gameplay of Battlefield 2 into the world of Lego's where you can fight in children's rooms, a sandbox, etc. Here's the site:
www.brickfield-mod.org
Here's a rundown of our current situation.
Technology:
Battlefield 2 engine, Battlefield2 Editor.
3dsmax/maya, Python, Photoshop
Talent needed:
We are looking for at least one or two 3D guys who can create well
looking objects in a reasonable time and polycount ( 1000-5000k ~ ca )
uvw'ing skills are beneficial.
One 2D guy who can create good looking real world and plastic textures
uvw'ing skills are beneficial.
Last but not least, we do need at least 2 animators as this is
the most critical thing missing in our game.
Some existing animations need to be overhauled, and others need to be done from scratch - our skel is weighted and rigged
Team structure:
Chaser - Founder/Coder/Exporter/FX/UVW's/Textures/Builds
debconf - Audio/3d/Level Design/Gameplay
Avi - Music composition/Sound engineering
If any of you talented modders can lend a hand, we would greatly appreciate it. With the right people on the team, this thing will be completed soon!
- SweatyPyro
- Registered users
- Posts: 330
- Joined: Tue Feb 01, 2005 5:49 pm
- Location: New Jersey, USA
- Contact:
- TRON.dll
- Registered users
- Posts: 497
- Joined: Mon Feb 18, 2008 6:41 pm
- Location: Encom 511
- Contact:
lol, that's awesome! Too bad I won't be able to try it, though. :sad:
One suggestion (and I don't know if this has already been done): I think you should have all the voices be in "Legoish" remnicent of old lego games from the 90's like Lego Loco and Lego Creator. I remember they would always talk in some kind of high pitched jibberish or somethin'...
I don't think I could help either. The only game model I ever made was for one of my future projects, and I saved my renders as jpgs to use as sprites ala Donkey Kong Country. The model only contained 3 polygons, anyways, I think. I think it had like 10 faces and was mainly made up of slightly modified polygon pyrimid primitives. If anyone wants to see it, ask and you shall recieve.
One suggestion (and I don't know if this has already been done): I think you should have all the voices be in "Legoish" remnicent of old lego games from the 90's like Lego Loco and Lego Creator. I remember they would always talk in some kind of high pitched jibberish or somethin'...
I don't think I could help either. The only game model I ever made was for one of my future projects, and I saved my renders as jpgs to use as sprites ala Donkey Kong Country. The model only contained 3 polygons, anyways, I think. I think it had like 10 faces and was mainly made up of slightly modified polygon pyrimid primitives. If anyone wants to see it, ask and you shall recieve.

-
- Registered users
- Posts: 605
- Joined: Mon Apr 24, 2006 7:56 pm
My son has Lego Loco and Lego Creator, and actually I use those as a kind of reference point for creating sound effects. The voices in those games sound like chipmunks on helium, which is an easy enough effect to create. For the vehicle sounds, the standard tank and jeep sounds will be replaced by remote control car sounds, and the guns will sound like toy pop guns. For boats, I'm recording one of those small aquarium pumps with the hose end in a cup of water to capture the engine and bubble sounds.
It's going to be a fun mod once it's done. I know people are going to love it.
It's going to be a fun mod once it's done. I know people are going to love it.
-
- Registered users
- Posts: 50
- Joined: Wed Aug 31, 2005 9:46 am
- Location: Australia
- TRON.dll
- Registered users
- Posts: 497
- Joined: Mon Feb 18, 2008 6:41 pm
- Location: Encom 511
- Contact:
Okay, but I'm kinda unveiling the visual look for my game "Spacewar" here...AnimeMasta wrote:Haha, show us TRON.dll

http://img81.imageshack.us/my.php?image ... mallb1.bmp
Enemy ship
http://img507.imageshack.us/my.php?imag ... malrl0.bmp
Player ship
I thought it looked kinda neat. Sorta like an 80's cold war era arcade game in 3-D. Really polygonal and geometric.
Anyways, back on topic....
Avi, that voice can also be heard breifly in Episode 6 of Lego Star Wars (videogame). When you're in the satelite control bunker on Endor, you can hear it very quietly. When I originally heard it, I was all like: "O noes! 90's computer game flashback!"

Looks really fun. Looking forwards to how it turns out. Put up a Youtube vid of gameplay when it's done!

Here's a suggestion: For music, you could use something from some old lego game like Lego Alpha team, Legoland, or Lego Island. NOW CREDIT ME! (hehe, couldn't help poking fun at the whole KA Mod argument. No offense to TronFAQ, Jamdez, or anyone else involved in this whole argument.

Also, the screenshot with the gun made me think of the variety of nonviolent weapons from Lego Rock Raiders. Also, if I recall correctly, Lego Studio came with a bunch of cute sound effects (and a lego-ized Steven Spielberg). But back to Lego Rock Raiders, weapon names (at least all I can remember):
Push Beam - Repels monsters by pushing them away from your base.
Ice Beam - Freezes any monster. Innefective against ice monsters.
Laser Beam - The only effective weapon. Can kill any monster.
Oh, and are you going to have lego character skins? Here's some suggestions:
Super conductor (from Lego Loco)
Ogel (from Lego Alpha Team)
Dash (from Lego Alpha Team)
Some dude from Lego Rock Raiders
The Brickster (from Lego Island)
Wow, I just realized how many awesome original characters Lego had in the 90's. They should do a game where they all have to fight some evil dude or something..

-
- Registered users
- Posts: 605
- Joined: Mon Apr 24, 2006 7:56 pm
There already is a YouTube video...in fact, there are several if you look up "Brickfield" on that site.
Here's one:
http://www.youtube.com/watch?v=N6W71bmoKdc
The music in that video was done by someone else. I'm working on a more memorable theme that is less dance and more rock, but it won't be unveiled until the final product is finished.
Here's one:
http://www.youtube.com/watch?v=N6W71bmoKdc
The music in that video was done by someone else. I'm working on a more memorable theme that is less dance and more rock, but it won't be unveiled until the final product is finished.
- TRON.dll
- Registered users
- Posts: 497
- Joined: Mon Feb 18, 2008 6:41 pm
- Location: Encom 511
- Contact:
-
- Registered users
- Posts: 605
- Joined: Mon Apr 24, 2006 7:56 pm
I need a favor from you guys, if you don't mind helping a brudda out.
Take a look at the video in the link that I posted above. Turn you sound all the way down, and think of what kind of music would go with the game.
I'm conflicted over which direction to take on the main theme now. I wanted an electronic Middle Eastern vibe like the original game has, but then this isn't BF2 anymore, it's Lego's. I don't want to put some uplifting kid's game music in there, because it's still a war game. I wanted to do a hard rock/heavy metal theme, but stopped when I realized that heavy metal and colorful plastic don't mesh all that well.
So, what do you think? Orchestral? Rock? Hip Hop? Polka?
Any input will be appreciated.
Take a look at the video in the link that I posted above. Turn you sound all the way down, and think of what kind of music would go with the game.
I'm conflicted over which direction to take on the main theme now. I wanted an electronic Middle Eastern vibe like the original game has, but then this isn't BF2 anymore, it's Lego's. I don't want to put some uplifting kid's game music in there, because it's still a war game. I wanted to do a hard rock/heavy metal theme, but stopped when I realized that heavy metal and colorful plastic don't mesh all that well.
So, what do you think? Orchestral? Rock? Hip Hop? Polka?
Any input will be appreciated.
- TRON.dll
- Registered users
- Posts: 497
- Joined: Mon Feb 18, 2008 6:41 pm
- Location: Encom 511
- Contact:
I think orchestrated music fits any war game, but in this case, you may want to make it seem uber-awesome and use some kind of awesome 80's rock-esque music and fill it with rediculously awesome gee-tar solos, lots of synthesized music, and MORE COWBELL!
Seriously though, whatever music you use, remember these rules:
Keep it fast paced the whole way through.
Make the loop practically seamless.
Don't make the player want to mute the music.
Why? Think about it: When you make a game (or in this case, a mod), you want to keep the player addicted. The only way to get the player addicted is to give them an adrenelin rush while they're playing the game. When the player gets an adrenelin rush, they feel as if they're having fun, and so they keep playing. To do this, the whole game has to be fast paced and full of action. Yes, gameplay is a very important factor in this, but music is just about as important. If the music is fast paced and has a catchy tune (i.e. something you would tap your foot to uncontrolably), then that can give the player even more of an adrenelin rush, thus causing them to have MORE FUN! And the whole idea of a game (or mod) is to force the player to think they are having so much fun that they will not stop playing the game.
Words of Wisdom
Seriously though, whatever music you use, remember these rules:
Keep it fast paced the whole way through.
Make the loop practically seamless.
Don't make the player want to mute the music.
Why? Think about it: When you make a game (or in this case, a mod), you want to keep the player addicted. The only way to get the player addicted is to give them an adrenelin rush while they're playing the game. When the player gets an adrenelin rush, they feel as if they're having fun, and so they keep playing. To do this, the whole game has to be fast paced and full of action. Yes, gameplay is a very important factor in this, but music is just about as important. If the music is fast paced and has a catchy tune (i.e. something you would tap your foot to uncontrolably), then that can give the player even more of an adrenelin rush, thus causing them to have MORE FUN! And the whole idea of a game (or mod) is to force the player to think they are having so much fun that they will not stop playing the game.
Words of Wisdom

-
- Registered users
- Posts: 605
- Joined: Mon Apr 24, 2006 7:56 pm
I agree, but there's no music while you're actually playing the game. There is music for the intro movie, menu screen, map loading screen, win/lose music, and Capture The Flag sounds. I don't like games that have music while you're playing...however, I do like to crank up some old school heavy metal when playing mindless shooter games like Halo and Doom 3.
Also, I don't use loops. That menu music loop that I sent you for the Jangaron video was written that short on purpose in order to save bandwidth for the server that the game is hosted on. If it weren't for that factor, it would have been a lot longer and cooler.
Also, I don't use loops. That menu music loop that I sent you for the Jangaron video was written that short on purpose in order to save bandwidth for the server that the game is hosted on. If it weren't for that factor, it would have been a lot longer and cooler.