RFC - Graphical Refresh

Committee discussions relating to the development and advertising of SMR. Committee is comprised of both players and Admins.

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RCK
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RFC - Graphical Refresh

Post by RCK » Wed Dec 07, 2011 3:46 pm

Proposal to be submitted shortly, review and comment:
Job Title: Graphical Refit

Category:
Subcategory:

Description:
Looking for a graphics designer or several designers with experience in the Sci-Fi gene of design to create new 'up to date/modern/sci fi' look and feel of graphics displayed within our online game, Space Merchant Realms (http://www.smrealms.com)

Contractor Requirements:
We are looking for a contractor that has the following skills:
1. Strong online graphic design background
2. Understanding of online gaming, particularly social gaming
3. Understanding of icons and symbols

How to apply
Please respond with a cover letter that includes the following:
1. Your background in graphic design, and how much time you’ve spent in online and social gaming
2. Your interest in social gaming and how much time you currently spend playing such games

In addition, please submit a portfolio of your work with particular emphasis on transferable skills to online social gaming.


Background:
Space Merchant Realms (SMR) is a free multiplayer online text and tick based strategy game has been actively running since 2001. You fly a ship of your choice and trade, fight, build planets and raid ports and planets. The main draw of the game is the ease of access and high competitiveness nature of the game. We're looking for the right graphics to bring in a new generation of players.

Details:
*Links provided are of the existing images to give prospective designers an idea what we are looking for however most images are dating back to around 2000.

Image Requirements: Images to be submitted in high-resolution .png as well as supplying .psd format or similar as to allow conversion into other extensions. Backgrounds should be transparent to allow for easy integration.
  • 1. Player Race Images –
    Game consists of 8 different races that players can choice from at the start of each round. A description of each race is indicated below, images should reflect the descriptions but specifics are open for interpretation by the designer.
    • a. Alskant (http://beta.smrealms.de/images/race2.gif)
      This race of tall, thin humanoids have just recently (in the last 100 years) developed the technology that allows inter-stellar travel. However, in the last 100 years, their friendly nature has allowed them to trade for much of the technology the other races had achieved. They do not focus on combat, but they have been preparing themselves in case it arrives. Their ships tend to be geared more towards commerce than combat, and this matches their enterprising nature. They continue to seek the knowledge of the other races, and to explore to the edges of space. They tend to have relatively good relationships with most of the other races.

      b. Creonti (http://beta.smrealms.de/images/race3.gif)
      The Creonti are an introverted race that has little to do with the other races, except for trade which has become vital to all of the races. Their small stature also has led them to feel inferior to some of the other races. However, these feelings are easily overcome with the weapons they usually carry. They have moderately good to neutral relationships with the other races, but most of them live by a Creonti First motto. They are very team oriented, and unite quickly to defend their own. While they do not start conflicts often, they have been involved in several and are viewed as proficient pilots.

      c. Human (http://beta.smrealms.de/images/race4.gif)
      These humanoids tend to be the first to jump into the different wars that develop. They are often the first to take sides when a conflict ignites, even if it does not affect them directly. They were the original founders of several attempts to unify the races, all of which failed. However, they are the most courageous (and outspoken) of the races. They tend to roam the entire galaxy, and team up with various traders of many races if it suits their goals. They also have the broadest knowledge of the universe as a whole, due to their extensive exploration and the fact that they were the second race to develop the technology for interstellar travel. Their relationships with other races tend to vary a lot. The only relationship with any level of consistency is their irritation with the West-Quadrant Humans, a division of their race that broke away over 300 years ago.
      Humans have the special technology of the jump drive. This allows a ship to jump from one sector to another without having to pass through all the sectors in between. It costs 15 turns to use, and for any distances over 15 sectors away there is a possibility of a misjump of up to 8 sectors.

      d. Ik'Thorne (http://beta.smrealms.de/images/race5.gif)
      Considering the average Ik'Thorne stands about 11 feet tall, it is no surprise that they are the designers and builders of the large cruisers throughout the galaxy. While there are several other models available, the Ik'Thorne line of battle cruisers and carriers are commonly regarded as the strongest of the ships. However, their weapons are not exceedingly strong, and they usually are forced to go to others to equip the ship with weapons and combat drones. The Ik'Thorne like stability. They don't care as much if they are at war with someone or at peace, but just like things to be consistent. Races who are constantly changing their views on things annoy them. This is probably due to their extremely long life spans. While they have butted heads with the Thevians and the Salvene over the centuries, they maintain no outstanding "enemies." However, their empire is often attacked and plundered for its wealth and knowledge, so they are drawn into many conflicts.
      The specialty of the Ik'Thorne race is the use of combat drones. Instead of depending upon a lot of armor to protect their ships, they rely instead on large quantity of combat drones to protect their ships in case of an attack.

      e. Nijarin
      The Nijarin are a race of six-limbed reptilian creatures. The Nijarin race has existed just as long if not longer than the other races but has only just recently come out of hiding. The Nijarin have become very powerful contenders in the war for resources even though they only recently resurfaced. Their focus is on offensive power which has caused the creation of high-HP ships and very powerful weaponry. This has caused the reduction of shields and armour to allow their ships to support such a heavy payload. To make up for this the Nijarin use a technology called the Drone Communications Scrambler. This device causes enemy drones to be much less effective. The Nijarin fleet cannot be held back from taking back their part of this universe of war.

      f. Salvene(http://beta.smrealms.de/images/race6.gif)
      This race of quadripeds has a strong focus on conquest. They are not concerned with honor and justice and other such "trivialities", but rather they focus on the wealth, power, and extent of their own empire. They tend to alter their relations with the other races to whatever suits them best at a given time. While they are very trusting and dependent on those of their own race, relationships with others are slow to form, and they distrust most of the other races. While they are involved in a lot of trading, they put a large focus on combat. It is rare that they are not at war with somebody. While their ships are decent trade ships, they excel in combat situations.
      Because of their small stature, the Salvene have developed the technology of Illusion Generators. These generators allow them to mask the appearance of their ships. They can pose as a helpless escape pod, a massive warbird, or anything in between. However, they are not foulproof. A decent scanner is able to see through the illusion.

      g. Thevian (http://beta.smrealms.de/images/race7.gif)
      The strong focus on reputation is what distinguishes Thevian culture from most of the other races. This race lives its entire life inside of a robotic shell. They use the shell for all movement and interaction. This shell is shaped like a humanoid, but the Thevians themselves are quite indescribable. Their desire for reputation is what causes them to be extremists. The good Thevians will be extremely good, hunting down evil throughout the galaxy, even if no formal bounty is set. If there is a bounty on a person, they view it as an even better chance to make a name for themselves. The evil Thevians take the exact opposite route, becoming the most notorious criminals in the galaxy for their acts of destruction and cruelty. They wander around raiding ports and planets and destroying all they encounter. Thus, their need to distinguish themselves leads them to contributing to most admirable police/bounty hunters and the most notorious criminals.

      h. WQ Human (http://beta.smrealms.de/images/race8.gif)
      While they are of the same race as the Humans, the WQ Humans want nothing to do with them. When the Humans were attempting to unite the races, the WQ Humans began colonizing the Western Quadrant of the galaxy. Here they developed their communities and began extensive trading with other races, specifically the Thevians. The unification attempt failed due to a war that broke out between the Thevians and the Ik'Thorne. The main Human forces almost immediately joined forces with the Ik'Thorne, for several reasons that are not clearly understood. The WQ Humans looked upon this as being unjust, and lobbied several times to withdraw Human involvement from the conflict. Finally, they declared themselves a separate entity. Immediately, the Humans withdrew from the Thevian-Ik'Thorne conflict, and attempted to suppress the rebellion. The civil war continued for over 50 years, and ended in an unstable peace treaty. Since then there have been several conflicts between the two human groups, and their relations seem to be worsening.
      Because of the worsening relations, the WQ Humans have developed cloaking technology for their top ships. This allows them to move about space and hunt or trade without detection. However, the cloak technology has one exploitable flaw. If a cloaked ship comes in contact with a space mine, the cloak switches itself off and must be manually reset, leaving the ship vulnerable to attack.
    2. Player/Forces Icons 3. Planets
    • a. Icons – (http://beta.smrealms.de/images/planet.gif)
      Couple different types/designs/colors of planets this should include a variety of different classes of planets which we can use in the future
      b. Splash screen/Background - for each type that can be incorporated within the game to be displayed in the “Current Sector” screen, a rough example of this concept can be see here (http://video.smrealms.de/newLayout/leftPanel.htm) though this is a WIP and shouldn’t be considered the most likely use of these images.
      c. Skyward View – Same as above, though this image should be the view from the ground looking into space over the horizon/city line
    4. Trade and Shops
    Icons and splash/backgrounds for the following: 5. Miscellaneous Icons/Images 6. Combat Screens
Required Skills:


Job Type (Hourly/Fixed)
Duration:
Estimated Workload:

Jester-
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Re: RFC - Graphical Refresh

Post by Jester- » Wed Dec 07, 2011 3:54 pm

As i've seen this before, it looks good to me. Good work.
Image
Image

RCK
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Re: RFC - Graphical Refresh

Post by RCK » Wed Dec 07, 2011 4:07 pm

Yes, this is the 'long' version of the one I posted on the Suggestions forum.

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Re: RFC - Graphical Refresh

Post by RCK » Wed Dec 07, 2011 6:30 pm

RFC has been posted for bidding.

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Re: RFC - Graphical Refresh

Post by RCK » Wed Dec 07, 2011 9:47 pm

Just a quick update, have already received over 5 applicants for this project.

GD, JJ, Page and myself will be going over the applicants to determine the best candidate(s).

RCK
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Re: RFC - Graphical Refresh

Post by RCK » Thu Dec 08, 2011 3:32 pm

Just thought I'd throw this out there... this is a design (non smr related) by one of the applicants:

http://s1.ipicture.ru/uploads/20111208/Vk6DxTLT.jpg

N.ator
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Re: RFC - Graphical Refresh

Post by N.ator » Wed Dec 14, 2011 1:56 am

i can help a little.. but i wont be able to help till a month later due to traveling
ImageImage

RCK
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Re: RFC - Graphical Refresh

Post by RCK » Sat Dec 31, 2011 1:52 pm

Quick end of year update

Designers have been potentially found for racial images and new design. Both offers have been made, though projects not scheduled to start until the new year.

Example design:
MC-123339202-1.jpg

More to come in the new year :)
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Azool
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Re: RFC - Graphical Refresh

Post by Azool » Sat Dec 31, 2011 7:20 pm

Looks great. Can't wait to see some more
Men are born to succeed, not fail.
-Henry David Thoreau

RCK
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Re: RFC - Graphical Refresh

Post by RCK » Thu Jan 05, 2012 3:04 pm

We have a hired a person for the new racial images. Anyone that wishes to help out by donating contact one of the admins to ensure your donation goes towards these images.

Also we are currently waiting some samples from a potential contractor for new ingame icons.

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