**Background**: I’m part of a small independent Science-Fiction project making “Star Commerce?? (a graphical ‘Trade Wars’ clone).
You can read a little about the project on our (work in progress) website, which is now being revamped for the early testing we would like to host in the beginning of 2005.
[Game'>[url removed, login to view]">Game] Overview
[Game'>[url removed, login to view]">Game] Features
[Screenshots][url removed, login to view]">Screenshots>
**Contract Project**: For this particular job, we would like someone to develop our ‘fighter squadron’ movement dynamics. We would like our fighters to move, enter formations, leave formations, etc. in believable fashion. The contract developer should build an independent application to demonstrate these capabilities in componentized fashion, and we should also be able to plug these capabilities easily into our game.
More specific information can be found here, by downloading the requirements document: <a href="%3CA%20href=" imhotep-interactive="" www.imhotep-games.com="" http:="">[url removed, login to view]</a>"> Fighter Squadron Requirements
Payment: For the particular phases of development listed here (phase I and phase 2 from the docs) we will escrow around $1000 w/ more offered in the future for more phases.
***Phase 1 (Single Movement):***
**Description**: This phase entails moving a single fighter (a simple 3D mesh) around the screen. Ignoring realism, we’d like the fighters to move and bank like atmospheric fighters (or fighters in popular Sci-Fi movies). We’d like the fighters to always move in the direction they are ‘thrusting’.
We’d like the ability to move the fighter by specifying
* Target destination in 3D (X, Y, Z) coordinates
* Target destination forward vector in 3D (X, Y, Z) vector.
* Fighter’s velocity (if possible)
* Fighter’s acceleration (is possible)
So, we should be able to specify target destination and its target forward vector.
If it is not possible to specify a fighter’s velocity or acceleration and generate reliable results then we can do without this requirement.
The movement animation should also meet these requirements:
* Animation must be time (not frame) based.
* The fighter should always move only in the direction it is currently facing (its forward vector).
* The fighter’s position on the screen will be accessible in terms of “screen coordinates?? as a simple property.
***Phase 2 (Pairs, Simple Squadrons):***
**Description**: In this phase, fighters will be grouped into “pairs?? or simple squadrons of two. The squadrons will move exactly like the specifications in Phase 1, except that the fighters themselves will be able to move within the squadron or change squadrons.
The fighter pairs must meet these requirements:
n Individual fighters should be able to switch between ‘formations’ (shown below) while the squadron maintains its overall position.
n Phase 2 Squadrons should path around the screen following the same movement commands as individual fighters in phase 1 and fighters should maintain their individual spots within the formation.
n Phase 2 Squadrons should be able to “break up?? into single fighters that follow the logic defined in Phase 1.
**Formations of Phase 2**: (Note: we’re not concerned with “intermediate?? formations. Obviously objects can theoretically be in other formations in between moving to a required formation). See attached document or web link for detailed view of formations.
OS: Microsoft Windows 98 or better
Video Hardware: Nvidia GeForce3 or better
Software: DirectX [url removed, login to view] or better, Managed.
.NET Framework & Extensions