We are looking for a C# programmer for our 2D Action RPG titled Adavia, made in Unity.
The game itself is akin to Legend of Zelda: Link to the Past, though we're also adding in traditional RPG elements such as Character Creation.
This is more of a hobby than anything commercial, if it somehow does manage to go commercially, all revenue will be split equally among the team.
If you're interested, we ask that you be comfortable with:
Coding A.I's for enemies and NPCs.
Working with GUI's.
Communicating regularly with the team via Skype (text only).
If you have any questions or would like to apply, please contact me at email@example.com
You are the commander of a special forces squadron. You were given a task that appeared simple at first glance - to check for suspicious activity in the building of an abandoned psychiatric hospital. But you could not even imagine what you will actually have to face.
You find yourself in an abandoned place full of mutants in the dead of night, and have to kill waves of monsters with a different kind of weapon. The main goal is to survive through the night.
WASD – Walk
Shift – Run
Mouse1 - Attack
Space - Jump
Scroll Down – Change weapon
Esc - Exit, pause
"Lost Signal" agency investigates paranormal events from all around the world. You are one of the agents who participates in the research of various artifacts. Investigate paranormal activities in this 3D game which has great action and elaborate 3D graphics.
Interesting quests and creepy monsters await you!
I've never really been a "Unity guy", since all of my game-dev learning happened in C++, and in other engines, but I recently discovered the "complete projects" section in the asset store. It's full up on projects you can buy that are billed as "ready to customize and release", with full ad integration. Some of them claim to be for educational purposes, but why would you include a complete, polished, full featured game with ads as an educational example?
This leads me to the question of why this goes by unchallenged? Does Unity and the environment of the Unity Store actively encourage this style of game development? Is the problem of asset flipping our own fault? I don't mean this as a "we should make Unity shut this down" kind of thread, but rather just to examine whether or not the environment of being able to just buy whole games or pieces of games is something that damages the industry. I get why Unity would allow it, and I'm sure it's a working business model for some people- and maybe some people DO actually just use these to learn from, but I'm not that naive as to think that there aren't people who recognize this as one of the shortest paths to putting a game on the market so they can cash in.