• Advertisement

Programmer looking for a project!

Recommended Posts

Hi! My name is Philip! I am a software developer with over 2 years of professional experience (not in game development) and maybe 5 years of experience with hobby game development (custom engines, unity, currently learning unreal engine 4).
I am most proficient writing code in either C++ or C#. I am also comfortable with graphics programming (linear algebra, shaders, opengl, d3d11).

It's been some time since I've tried to collaborate on a game development project as most projects in the past didn't work out due to either being overly ambitious or there being little to no insight in the workflow/how everything is coming together. I've been trying to create my own game art for projects but it's really not working out.

So here I am! I'd like to reach out to individual artists or existing development teams that would like to create a game together. I wouldn't mind joining an existing project, though I'd prefer to start on something new together. I currently have a lot of free time on my hands so I'm eager to get to work right away! 

What I'm offering:
- High quality code (well documented-, scalable- and optimized code)
- Clear communication/reliability (daily or weekly chat with progress updates)
- Technical directing (as lead programmer or for individual modules depending on the scope of the project)
(- Game/level design: I'm not very experienced in this field but I'd like to contribute; if there's room for it of course)

Some plus'es for me would be:
- You are using/willing to use Unreal Engine 4 (I'm currently learning it and would like to spend more time with it. Also the lighting is so much better than in Unity).
- You have a similar taste in games (to mention a few: Golden Sun, Kingdom Hearts, Zelda, Dark Souls, Earthbound, Shadow of the Colossus, Nier, Chrono Trigger)
- You currently have a lot of time to work on the project (able to produce a first prototype fast!)
- You live in a nearby timezone (GMT+1 here)

If you are interested in working together or if you have any questions; please send me PM!
Thanks for your interest!

Edited by PhilipMR
formatting

Share this post


Link to post
Share on other sites
Advertisement

Hello, and welcome to Gamedev.net!

I am not sure to what extent that this fits your preferences for game type, but it at least matches parts of your stated skillset (C++, custom engines, taking control of delivering individual projects, writing optimised code): you would be than welcome to work on Simutrans-Extended, which is an open source C++ game, being a fork from the original Simutrans.

It is a transport simulation game with a focus on economic realism. It is also capable (already) of online multiplayer gaming in a semi-persistent game environment (i.e., one that needs to be reset after circa 300 in-game years, each in-game year taking approximately 1 day of real time, taking into account that the server will pause when clients are not connected).

Being a fork of an already mature game, it is already in a fully playable state, but needs (1) some further specific coding projects to be completed before the financial aspects can be balanced; (2) the actual balancing of the financial aspects (I was anticipating doing that myself); and then (3) a number of additional (less essential) features for enhanced game play in the longer term, such as a simulation of distant, foreign destinations for ships and aircraft, a more detailed algorithm for town growth taking into account local transport and including an approximate simulation of local land value, simulation of car parking and some others. See here for a list of current projects, and here for a list of high level design goals.

Work has recently been completed to optimise the performance of the game by, amongst other methods, multi-threading some of the main simulation code, which was a challenging task in view of the facts that (1) the original Simutrans code base was written between 1997 and 1999; and (2) the game uses lockstep networking for multi-player mode, requiring the server and each client to run exactly deterministically. However, the game engine can now support very large maps in an online multiplayer environment with many thousands of vehicles.

I am currently working on one of the balance critical features with help from an inexperienced programmer who is mainly working with the UI, but it would be very helpful to have somebody to work on one of the other projects (see the list to which I link above for details).

What I am after if possible is one or more people to work semi-autonomously on one of the projects in the list linked above. You would be free to choose which project(s) that you wanted to work on and, within some limits, how to implement it. There are no fixed deadlines, but, all other things being equal, sooner is better than later.

For reference, I live in London, so I am in the same time zone as you.

Here are some screenshots:

facebook-cover.png

 

gnr-7ft-single-and-1870s-4wheel-carriage

 

tram-wires-demonstration-2.png

 

Do let me know if you are interested, and I can help you to get started. Alternatively, if you have any questions about Simutrans-Extended, I will endeavour to answer them.

Share this post


Link to post
Share on other sites

Hello.

My name is Ian. I am an artist and I've been making games for about 7 years now.

3 or 4 months ago I've started making a game with a programmer. Unfortunately we had to pause the development due to lack of experience (this project turned out to be more difficult than we expected). However I'm still full of energy to work on this project and now am looking for a programmer (or two) who if more experienced in working in a team and setting up a workflow.

The game is a top-down/isometric shooter set up in an more advanced version of 19 century. This is a tactical single player shooter with a quite unusual gameplay mechanic. I also have already formed the art style: hand painted hi-rez art in darker tones. Character will look like wooden toys, this looks interesting, in my opinion, and also allows to greatly simplify the process of animation.

As to your preferences:
- This is a 2D game so I'm not sure if there are any advantage in using Unreal Engine. We were using and engine called HaxeFlixel but I'm thinking about switching to Unity right now.

- I live in UTC+2 time zone and currently have a lot of time to work on the project.

If you are interested, please send me a private message or an e-mail (mozmarto@gmail.com) and I will tell you more about the game and show you some graphic assets.

Share this post


Link to post
Share on other sites

If you're interested in working on a VR title in Unreal 4. We are a UK based 2 man team located in Greater Manchester working on a VR game. We are currently applying for private funding which will go into the development. It is a spare time project at the moment, but it is to change when we get funding. 

The game is in early development. It has basic interaction/gameplay, movement, concept art, look development and a vertical slice created in-engine. 

The team has 10+ years of experience working in games, primarily within art, on both AAA and Indie games. If you do not own a VR headset, there is possibility to borrow or work-to-own a headset. (If your PC reach the requirement to run VR. We are not able to sponsor a PC at this time)

If you are interested or require more details, write: Jobs@Shapeshiftentertainment.com

Edited by MikeDev
Additional Details.

Share this post


Link to post
Share on other sites

Hey Philip,

If your still looking to create a new project let me know! I'm quite keen to create a platform game or any game to be honest. I've got a few good ideas regards to point and click adventure games etc.  

I recently bought myself a few Unity/Pixel Art/Unreal Engine courses on Udemy. So I'm looking also now searching for a project or to start one to apply my knowledge. I didn't finish my Unity/Unreal Engine course since I feel more attracted to the Pixel Art design, but I had programming in my first year so I do understand the basics of it and have developed small games in Unity before. I don't mind working in Unreal with you also since I'm also intrested in the engine. So if you are keen or still available let me know! I live in a GMT +2 time zone. So if you want we can chat and I can send you some ideas and art etc and we can get the party started since I also have a lot of time on my hands now since I'm on holiday!

Just PM me if you are keen!

Edited by VivAZ

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now


  • Advertisement
  • Advertisement
  • Popular Tags

  • Advertisement
  • Popular Now

  • Similar Content

    • By khawk
      Watch the latest from Unity.
       
    • By khawk
      Epic released a new feature trailer today as part of their GDC announcements. They're giving several in-depth talks at GDC and showcasing the power of the Unreal Engine in their booth. You can see their full GDC plan here.
       
    • By Terry Jin
      Hi everyone! 

      I am from an indie studio that has received funding for our concept and is ready to create the next generation 2D Pokemon-inspired MMORPG called Phantasy World. This ad is for a volunteer position but hopefully will transition into something more. Our vision is to create a game that draws inspiration from the series but is dramatically different in both aesthetics and gameplay as the work would be our own.
       
      We are hoping that you can help us make this a reality and are looking for game developers familiar with the unreal engine and would be happy to work on a 2D top down game. Sprite artists are also welcome as we are in desperate need of talented artists! Join our discord and let's have a chat! https://discord.gg/hfDxwDX

      Here's a teaser as to what our in game characters look like when moving in the game world! Hope to see you soon!
       

    • By GytisDev
      Hello,
      without going into any details I am looking for any articles or blogs or advice about city building and RTS games in general. I tried to search for these on my own, but would like to see your input also. I want to make a very simple version of a game like Banished or Kingdoms and Castles,  where I would be able to place like two types of buildings, make farms and cut trees for resources while controlling a single worker. I have some problem understanding how these games works in the back-end: how various data can be stored about the map and objects, how grids works, implementing work system (like a little cube (human) walks to a tree and cuts it) and so on. I am also pretty confident in my programming capabilities for such a game. Sorry if I make any mistakes, English is not my native language.
      Thank you in advance.
    • By Ovicior
      Hey,
      So I'm currently working on a rogue-like top-down game that features melee combat. Getting basic weapon stats like power, weight, and range is not a problem. I am, however, having a problem with coming up with a flexible and dynamic system to allow me to quickly create unique effects for the weapons. I want to essentially create a sort of API that is called when appropriate and gives whatever information is necessary (For example, I could opt to use methods called OnPlayerHit() or IfPlayerBleeding() to implement behavior for each weapon). The issue is, I've never actually made a system as flexible as this.
      My current idea is to make a base abstract weapon class, and then have calls to all the methods when appropriate in there (OnPlayerHit() would be called whenever the player's health is subtracted from, for example). This would involve creating a sub-class for every weapon type and overriding each method to make sure the behavior works appropriately. This does not feel very efficient or clean at all. I was thinking of using interfaces to allow for the implementation of whatever "event" is needed (such as having an interface for OnPlayerAttack(), which would force the creation of a method that is called whenever the player attacks something).
       
      Here's a couple unique weapon ideas I have:
      Explosion sword: Create explosion in attack direction.
      Cold sword: Chance to freeze enemies when they are hit.
      Electric sword: On attack, electricity chains damage to nearby enemies.
       
      I'm basically trying to create a sort of API that'll allow me to easily inherit from a base weapon class and add additional behaviors somehow. One thing to know is that I'm on Unity, and swapping the weapon object's weapon component whenever the weapon changes is not at all a good idea. I need some way to contain all this varying data in one Unity component that can contain a Weapon field to hold all this data. Any ideas?
       
      I'm currently considering having a WeaponController class that can contain a Weapon class, which calls all the methods I use to create unique effects in the weapon (Such as OnPlayerAttack()) when appropriate.
  • Advertisement