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I am looking for a small team to do a rendering project with me. The roles I need are:
You can use this in your portfolio and you will be credited at the end.
If you are interested, please email me at firstname.lastname@example.org. Thank you!
By Developer Dre Reid
Hello fellow game devs I am seeking some answers to a somewhat simple question. Now I always thought that when a dev was going to work on a new game to publish he/she should keep some aspects secret infill time to release then he/she can give out needed information pertaining to the game to the public as a marketing tactic. However I had a discussion with other game devs who stated that my way was somewhat not right and the only reason I had such thoughts was due to me being a smaller indie dev who was afraid of having my idea stolen.
Therefore I would honestly like to know if my way was right or were the other devs correct. If I were to start working on a new game and give out information about it online via social media would I be risking my idea being stolen and it being made faster and better by another developer or team of developers. Am...Am I paranoid???
I've just finished a proof-of-concept and I'm looking for feedback.
The world takes place in a terminal and the user hacks through systems for some end goal (the first scenario is to hack your way through a network and kill a drone passenger by killing the drone's autopilot). The user discovers/purchases exploits (future) which can then be used on systems to gain control over them. One of the areas I find difficult is balancing measures vs. counter-measures, though this simple prototype doesn't get there yet.
Levels will be defined by networks that have collections of interconnected systems that can be hacked, allowing access to systems deeper in the network (the target).
It's developed in C on Linux (using ncurses). The image shows illustrates a sample scenario for stealing bitcoin from a system. Full source is available at https://github.com/mtimjones/spectre.
Project Redemption is an semi-fantasy RPG with a linear story and an elaborate combat system.
We are building in Unity and are currently looking animators and artists.
What we are looking for
-Someone who is okay with split revenue/profits when finished
-Collaborate with others in the team. Do you have an idea/thought on what should be included? Tell us!
-Someone who wants to work with people that are passionate about this project
If you are interested. Please message me and I will get back to you as soon as possible! Or add me on Discord AJ#6664
This is a creature design I have titled "SmileBeast". Although it may seem like shock art, I decided to make this creature very personal to me. It is symbolic of the monstrosity that is depression. It represents how those who suffer from depression put on a fake smile, a facade, to function in the outside world even though they are dying inside. The very front-heavy shape of the creature represents how imbalanced depression sufferers feel in their daily lives, and claws represent how depression sufferers often unwillingly lash out at those nearby.
Our small production team (Team lead, audio composer, and Programmer(s)) is looking for diligent and fun artists to join our group to make a new RPG tale. Game will be developed for Game Maker Studio. Description of game can be found below, and details for artists can be found beyond that:
“An original and emotional Role Playing epic where everything is an experience.”
Have you ever felt the stab of loss? Have you ever endured the fog of doubt and confusion, of feeling misplaced in a world that has unexpectedly changed? Has your reality collapsed around you so quickly that you were overwhelmed?. Then it’s time to search for something - a hope, a catalyst, a to light your way through the murk of these debilitating emotions.
It’s time to find your “Saving Grace”
Saving Grace is an original role playing game that keeps to traditional roots. Conceived as a 16-Bit RPG with traditional elements from Super Mario RPG, Final Fantasy VI, and even tabletop game Dungeons & Dragons, this new IP seek to invigorate the player’s experience and enhance the story. Saving Grace dives into the story of Roger Konvoc, a young man in the world of Tare, whose world had been shattered when his father was taken out of this life with no explanation. Riddled with doubt, Roger spends his days trying to cope with this burden at home, relying on family and the few friends he has left to make his days remotely bearable. Fate, however, thrusts him on an unwanted journey. Roger then finds the will and strength to get through the unexpected adventure he's on. Traveling from a city of canvas, through halls of knowledge, to standing up with rebels against an inexorable and tyrannical army. Travel along as Roger, through allies, friendship and experience, finds a purpose to keep going.
Saving Grace is an original story, with a wide range of potential features, including:
A rich story of good and evil, with unexpected twists, in a world for players to explore. 13 playable characters, each with their own background,, abilities, and stats to customize the party and take down the opposition. New mechanics like having a character’s mental state affect their behavior in battle, and team combo attacks which depend upon team party members and their level of trust in the player. Time honored RPG elements are not neglected in favor of the new mechanics: Difficult dungeons, utilizing multiple character combinations to create the ultimate team, toppling villainous champions, completing rewarding side quests, and searching the different lands for secrets. Multiple ways to level up: 3 varieties of leveling trees, such as (1) Base stats; (2) Skills; and (3) emotional strength, which determines the strength of team combo attacks and the power of one's own emotions. Unique spirits that embody the raw emotion of man and beast, ready to be found to improve the abilities of the party. The story has been set, but how the story is to be told is still yet to be decided by innovators (That's where you come in).
Currently, our group is looking for (1) Concept artist and (1) Pixel Artist:
Concept Artist - We are looking for creative artists who wish to show off their own skills. We are excited to show off new talent, as well as those looking for a challenge to breathe creation into a game. Full descriptions are available to explain details we are looking for, but style is up to the artist (within reason). Great way to get your name out there as all art will be credited to their respective owners.
Pixel Artist - Looking for a 16 bit high resolution pixel artist, to have similar aesthetics to the golden years of RPGs. Will need both background and sprite modeling/animation experience, unless multiple artists join the project. Please send either portfolio or example work.
Even though we are a small group, we pulled a small budget for each role. In addition, the Pixel artist role will continue on into This role can continue on into the full development of the game and will receive a portion of the Kickstarter revenue
Looking to get demo developed by end of year 2018. Ful game is currently TBD
So if you're interested in having a say in a grand project and have your ideas come to life and be apart of a great team environment, then this is the project for you!
And if you're interested in helping in other aspects of the game, feel free to message with what you would like to aid in!
By Vik Bogdanov
As DMarket platform development continues, we would like to share a few case studies regarding the newest functionality on the platform. With these case studies we would like to illuminate our development process, user requirements gathering and analysis, and much more. The first case study we’re going to share is “DMarket Wallet Development”: how, when and why we decided to implement functionality which improved virtual items and DMarket Coins collection and transfer.
DMarket cares about every user, no matter how big or small the user group is. And that’s why we recently updated our virtual item purchase rules, bringing a brand new “DMarket Wallet” feature to our users. So let’s take a retrospective look and find out what challenges were brought to the DMarket team within this feature and how these challenges were met.
DMarket and Blockchain Virtual Items Trading Rules
Within the first major release of the DMarket platform, we provided you with a wide range of possibilities and options, assuring Steam account connection within user profile, confirmation of account and device ownership via email for enhanced security, DMarket Coins, and DMarket Tokens exchanging, transactions with intermediaries on blockchain within our very own Blockchain system called “Blockchain Explorer”.
And well, regarding Blockchain... While it has totally proved itself as a working solution, we were having some issues with malefactors, as many of you may already know. DMarket specialists conducted an investigation, which resulted in a perfect solution: we found out that a few users created bots to buy our Founder’s Mark, a limited special edition memorabilia to commemorate the launch of the platform, for lower prices and then sell them at higher prices. Sure thing, there was no chance left for regular users. A month ago we fixed the issue, to our great relief. We received real feedback from the community, a real proof-of-concept. The whole DMarket ecosystem turned out to be truly resilient, proving all our detractors wrong.
You Can’t Make Everyone Happy….. Can You?
By removing the transaction signing requirement we made most of our users happy. Of course, within a large number of happy people, we can always find those who are worried about owning a public key wallet. When you don’t own a public key, it may disturb you a little bit. Sure, DMarket is a trusted company, but there are people who can’t trust even themselves sometimes. So what were we gonna do? Ignore them? Roll back to the previous way of buying virtual items and coins? No!
We decided to go the other way. Within the briefest timeline, the DMarket team decided on providing a completely new feature on Blockchain Explorer — wallet creation functionality. With this functionality, you can create a wallet with 2 clicks, getting both private and public keys and therefore ensuring your items’ and coins’ safety. Basically, we separated wallets on the marketplace and wallets on our Blockchain in order to keep great UX and reassure a small part of users with a needed option to keep everything in a separate wallet. You can go shopping on DMarket with no additional effort of signing every transaction, and at the same time, you are free to transfer all the goods to your very own wallet anytime you feel the need. Isn’t it cool?
After implementation of a separate DMarket wallet creation feature, we killed two birds with one stone and made everyone satisfied. Though it wasn’t too easy since we had a very limited amount of time. So if you need it, you can try it. Moreover, the creation of DMarket wallet within Blockchain Explorer will let you manage your wallet even on mobile devices because with downloading private and public keys you also get a 12-word mnemonic phrase to restore your wallet on any mobile device, from smartphone to tablet. Wow, but that’s another story — a story about DMarket Wallet application which has recently become available for Android users in the Google Play.
Stay tuned for more case studies and don't forget to check out our website and gain firsthand experience with in-game items trading!
By Old Mohave Games Studio
Bitcoin Survival! An 1-bit graphics charming game made in 5 days for the 2018's Crypto Game Jam. It's a Roguelike Clicker Game in which you must mine bitcoins to buy and upgrade itens in order to survive as long as you can! All assets original made by me. Come play. And, please, share and rate. Any suggestions for the game are welcome too. (ALSO REPORT ME ANY BUGS FOUND)
DEVLOG. V. 0.2
- The game has been extensively polished. Many bugs have been fixed and many features have been added to the game. The difficulty has been balanced once again. Maybe I still have to update some things in the tutorial, but that's easy and I will be doing this in the next days. Hope you enjoy the game at this actual stage. It's almost like a new game.
- It's mobile compatible!
IF YOU LIKED THE GAME, PLEASE DON'T FORGET TO SHARE AND RATE IT! That would help me a lot.
By Marinka Brussel
Imagine a game where the characters are not defined by body regions, but rather, each body region consists of thousands of components, which would kind of replicate the real world where we consist of molecules, atoms - that would open up many, many new possibilities for creative gameplay. Can this be done on any scale with today's technology, or would the games simply require too powerful of a computer to even be playable? Are there any theoretical limits to this? Thanks
Hello! I am an artist thats been wanting to develop a visual novel game called, "Hyacynth" , with another artist, @Quinncy Sama
and our marketer, @Anthony Cao who is also part of the team.
Hyacynth is a thriller, tragedy based story played in the view of a man reborn as a serial killer.
As a visual novel, there would be various routes and endings within the story. I would also like to implement pixel mini games as well.
My goal with Hyacynth is to make the game both pc and mobile based. This is my first time starting such a large project so I plan to make it free/non-profit
with hopes in making in-game purchases an available choice in the future. I am mainly an Artist and character designer with a general idea of the main story route.
With this in mind, I am looking for various people and talents who are willing to join and contribute to completing this project:
- A writer(s) that can help me further flesh out the story and help keep any branching routes to flow well with each other.
- A programmer(s) to code the game and implement various features including a mini game that would occur within the main visual novel.
Due to the nature and features of the game I am looking for someone that has experience with Unity. I do not have any knowledge with coding so I won't be able to help much there ;w; this part of the project may be a challenge so perhaps a group of coders would make the processes smoother along the road.
- A GUI designer that can design the overall user interface and system graphics for the game.
- Artists for cover art, props, cg, backgrounds and sprites. As artists, Quin and I would be the main contributors to this field however it never hurts to find some helping hands! We are mainly looking for props and background artists at the moment however, we would also like a sprite artist to help us make the sprite making process for efficient. If you are interested in joining the team as an artist, you must provide any examples of your past work for I wish to look for styles that would be coherent with the already existing art styles that we plan to use for the game.
With the hopes of implementing a pixel based mini game, we are also looking for pixel artists interested in joining as well!
Future roles we are also looking for but are not mandatory at the moment:
- Song writer/composer(s) for background music and OST's
- Sound Designers for various effects and actions in the game.
- Voice Actors, this isn't a mandatory feature for the project at the moment, but we do hope to implement voiced dialogues within the game as well.
Our main source in communication for the project will be discord so you must provide your discord ID when applying via comment or PM.
Thank you everyone for your attention and I await your responses!
As of right now Voice actors will not be out biggest priority since there are many characters still in development. If you are interested in joining the Voice acting field of the project feel free to send us a PM providing examples of your past works.
We are currently looking for writers who are willing to collaborate with our main writer for the script may be dialogue heavy.
The following roles listed below are still open:
- GUI Designer
- Sound Designer
- CG artist
- Background artist
- Sprite artist