I've had a game idea for a while, and I wanted to finally try to create it.
Its a 2D open-world tile-based MMO. The concept is it is one world and multiplayer only, so everyone shares one world no matter region, platform, etc.
Thanks for your help, im very new at this if you cant tell
Hello. I am looking for an unpaid, hobbiest game developer to help me continue to work on a fully functional game prototype built in PlayCanvas that I have built as a hobby. I intend to release and monetize the game once it is complete.
About the Game
The game is entitled "Battle Runes." It is some strange mixture of scrabble and word search, but instead of English letters it uses Viking runes. Each rune represents an English letter. The game takes place on a board, which is a grid of any size (4x4 for example). Not all squares on the grid are required to exist (there can be holes) but there can never be an incomplete path from one square to the other. The game starts with all squares on the board populated by random Runes. The player clicks and drags Runes around the board from one square to the other, costing them "moves" in the process. Runes can also be stacked vertically if they are the same, which adds both literal and figurative depth to the game. The main point-scoring mechanic is to create English words (like "war", "hello", "sky", etc...) using the viking Runes. Words are automatically found by the game using any of the 8 cardinal directions, just like a word search. Points are rewarded to the player for each word they create, and they get bonus points if a word has extra Runes stack on top.
Who Am I
I went to game design school about 10 years go to be an artist, so I also have a lot of 3D and 2D experience. But I rarely do that anymore, hence the amazing artwork you will see in the below screenshots. Eventually I will find an artist to replace all prototype assets.
Why I Need You
The game concept came from a good friend of mine who, at some point, was heavily involved in the design of the game. He has since floated away from the picture. As I enjoy focusing on programming mechanics, I need someone to help me continue to define the game, including at least a few major modifications. Currently, the game is functional. You can actually win in Adventure Mode or play "forever" in Arcade Mode. The problem is.. the game isn't really that fun. I played a lot of Farm Hero and Juice Jam, and these games kept me coming back because of the challenge and allure. Currently, the game is challenging, but mostly out of bad design. It also feels like the game is really missing some core mechanics.
Thus, I am looking for someone who wants to spend time playing the game and figuring out some new mechanics, major or minor, to implement. This must be more than "you should make it like this game.." I am looking for someone who really wants to develop a fun game.
You Are a Good Fit If...
1. You really enjoy the design aspect of game development
2. You have original ideas, but know how to borrow existing mechanics from good games
3. You have 2-5 hours per week to analyze the game, discuss ideas via voice chat, and create a technical document for the game mechanics
4. You have strong writing skills (technically)
Strong story writing skills for Adventure Mode
Private PlayCanvas account
I always hesitate to share the game outright, because literally all the source code can be stolen when using PlayCanvas. I currently have a private account on PlayCanvas to protect this, but will share a temporary public version for those interested by PM only. So here are some screenshots (please enjoy the prototype models and art :] )
Level 1 starts out with an easy board. Currently, the player is trying to create the word "air" as represented by the secondary word board. Lots of "i"s available. One "a". But no "r"s. In order to get an "r", the player will have to start stacking similar Runes on top of each other to free up space. New Runes fall from the sky to fill empty squares!
As an example of the main mechanic, dragging and dropping Runes around, the player has clicked the "s" and has swapped it with the "i" (for no real reason..!). Without committing the move, the game has given the player a preview of what would happen if they swapped the "s" and "i".
In this screenshot, you can see Rune stacking in effect. The player has stacked a bunch of "i"s on top of each other... there's no limit, and it can get pretty funny when you stack lots of runes (queue gravity!).
Arcade Mode produces completely random boards, but ensures that there are no unreachable squares, thanks to a really amazing JS pathfinding library. You can actually see the pathfinding library in action (follow the blue highlights). Currently the player has swapped the "g" (looks like <>) and the "b". The pathfinding highlights all the moves the player would have to make if they could only move a Rune one square at a time. This swap will cost 6 moves. Thankfully the pathfinding library finds the shortest path!!
Thank you for reading this far. Please PM or reply here if you would like more information.
I have coded small games and put some of the features from them into a platform game. But I know my art is not appealing and I don't want to plan the story and cut scenes out. That is why I am posting on the collaboration forum to see if anyone wants to make a game out of this.
Only hobbyists apply. Please don't change your mind about it being a hobby. PM me when making your application.
My platform engine includes:
Camera and Movement
Moveable camera and not binded to player when pressing middle mouse button. Bug free jump. Player direction following mouse cursor. Keyboard movement controls. Mouse movement controls. Environment
Good collisions. Platforms and diagonal slopes. Stored Statistics
Level up with statistics. Health bars. Save system. Gameplay
Basic attack. Self heal. Attack and pull enemies back. Attack and throw enemies in the air. Enemy patrolling area. Enemy getting alerted and starting it's attack stance. Enemy dies and vanishes. Platform jump puzzle. Live cut scenes. Essential Rooms
Zoning to a new room. Loading rooms. Menu with sounds. Game over room. (Randomized rooms). (Pick who you want to play room). Continue room. Pick a room to play again room. Text Dialogue
Interacting with NPC displays a message. Ending conversation with a key press. Text typing itself. Fast forwarding text with a key hold. Next text message with a key press. Integrations
By Dr. Michael Garbade
Are you considering developing a mobile game? If you want to be successful, you should avoid making the most common mistakes. Trying to build a game without figuring out the right approach is a recipe for disaster.
There are experienced developers like MyIsaak from Sweden, an expert in C# and Unity game development who frequently livestreams his Diablo III Board game development process.
The more you learn from professionals like him, who have gone through the processes, the faster you can avoid making the common game development mistakes.
Here are the top 5 game developments mistakes to avoid.
1. Ignoring the target group
Creating a game without properly studying your target group is a huge barrier that will keep it from being downloaded and played.
Who are you building the game for? What are their main interests? What activities do they like participating in? Can the target group afford the gaming app? Does your target audience use iOS or Android operating system?
Seeking answers to the above questions and others can assist in correctly identifying your target group. Consequently, you can design its functionalities around their preferences.
Just like an ice cream vendor is likely to set up shop at the beach during summer, you should focus on consumers whose behaviors are likely to motivate them to play your game.
For example, if you want to create a gun shooting game, you can target college-educated men in their 20s and 30s, while targeting other demographic groups secondarily.
2. Failure to study the competitors
To create a successful game that will increase positive reviews and retention, you should analyze the strengths and weaknesses of your competitors.
Studying your competition will allow you to understand your capabilities to match or surpass the consumer demand for your mobile or web-based game.
If you fail to do it, you will miss the opportunity to fill the actual needs in the gaming industry and correct the mistakes made by the developers in your niche.
You should ask questions like “What is their target audience?” “How many downloads do their gaming app receive per month?” “What resources do they have?”.
Answering such questions will give you a good idea of the abilities of your competition, the feasibility of competing with them, and the kind of strategies to adopt to out-compete them.
Importantly, instead of copying the strategies of your competitors, develop a game that is unique and provides an added value to users.
3. Design failure
When building a mobile or a web-based game, it’s essential that you employ a unique art style and visually appealing design—without any unnecessary sophistication. People are attracted to games based on the user interface design and intuitiveness.
So, instead of spending a lot of time trying to write elegant and complicated lines of code, take your time to provide a better design.
No one will download a game because its code is beautiful. People download games to play them. And, the design of the game plays a critical part in assisting them to make the download decision.
4. Trying to do everything
If you try to code, develop 3D models, create animations, do voice-overs—all by yourself—then you are likely to create an unsuccessful game.
The secret to succeeding is to complete tasks that align with your core competencies and outsource the rest of the work. Learn how to divide your work to other experts and save yourself the headaches.
You should also avoid trying to reinvent the wheel. Instead of trying to do everything by yourself, go for robust tools available out there that can make your life easier.
Trying to build something that is already provided in the open source community will consume a lot of your development time and make you feel frustrated.
Furthermore, do not be the beta tester of your own game. If you request someone else to do the beta testing, you’ll get useful outside perspective that will assist in discovering some hidden issues.
5. Having unrealistic expectations
Unrealistic expectations are very dangerous because they set your game development career up for failure. Do not put your expectations so high such that you force somethings to work your way.
For example, dreaming too big can make you include too many rewards in your game. As much as rewards are pivotal for improving engagement and keeping users motivated, gamers will not take you seriously if you incorporate rewards in every little achievement they make.
Instead, you should select specific rewards for specific checkpoints; this way, the players will feel that they’ve made major milestones.
The mistakes discussed in this article have made several game developers to be unsuccessful in their careers. So, be cautious and keep your head high so that you don’t fall into the same trap.
The best way to avoid making the common mistakes is through learning how to build games from the experts.
Who knows? You could develop the next big game in the industry.