Jump to content
  • Advertisement
Sign in to follow this  
fr0st2k

[Hobby Project] Mobile RPG - Need Team (much already completed)

Recommended Posts

Hello All.

I have been working with a small team the last few months on development of a mobile RPG/gacha game, inspired by games like: Brave Frontier, Summoners War, One Piece Treasure Cruise, and even Diablo. 

The idea behind the game is to create a fun collection game that has a good amount of strategy, with a focus on creating a true game for gamers.  Not a corporate run money grabber like the majority of mobile games.

We have done a lot of work already on the game, however, I am at a point now where I need dedicated team members who have a passion for game development and the project.

Take a look at some of the screenshots of the game to get an idea of where we are.

The game involves collecting characters, and leveling them, to compete against more difficult encounters.  I took a lot of inspiration from my days playing Diablo 2.  If you boil down diablo's gameplay mechanics, you get a core game based around efficiency.  The better your items, the faster you can clear zones to the bosses, and the safer the battle with the bosses are.  After you kill the boss, you pull a slot machine lever and get more items.  The better your character(and skill), the more chances you get at pulling that slot machine lever.

This game uses that core mechanic in a mobile environment.  Instead of running through Act3 to mephisto, you send your characters out on an 'explore' mission.  A specific amount of time goes by based on your characters power, then you fight a strategic boss fight, where you can win loot.  The explore times range from a few minutes, to hours/days.  You can speed up that time by playing a 'tap' game, similar to Tap Titans.  

It is a great formula, and even without proper balancing, the game is already shaping up to be a lot of fun.

--- What I need moving forward:

Team requirements:

1. Lead developer / Senior Programmer (unity)

We need someone who is very fluent in unity game development, and someone who can lead a team of newer programmers. If you have been looking for a project that you can take control of, or need some resume building work that will provide a finished product to show off, this is a great position to fill, as the game is nearly complete already.

Ideally, this candidate would be proficient in unity client and server side programming

If you are interested in the position, we can talk profit sharing once the app launches.  (contracts will be required)

2. Programmers

If you are newer to programming, or just want to sharpen your skills and gain some experience on a game development team, reach out.  I'd be interested in talking to you and seeing if you are a good fit. 

I suspect an NDA might be required, but other than that, this position would be great to hop in and out of, and again, would be a great way to contribute to a great project and gain valuable experience.

3. Pixel Artist / Spine animator

Either or.  I am currently getting art from a team out in Indonesia.  They are great, but hard to communicate with.  I'd love to have a dedicated artist with Spine(or any alternative 2d pixel animation) experience.  

If you have interest in joining this team, please reply back.  Again, i'd like to reiterate, this is primarily a hobby based project.  However, it will eventually hit the app store and (ideally)generate income.  All team members will be a part of that revenue stream.

Please respond with any questions, would be happy to respond.

 

Screenshot_20180313-123314.png

Screenshot_20180313-123339.png

Screenshot_20180313-123359.png

Screenshot_20180313-123536.png

Screenshot_20180313-123542.png

Screenshot_20180313-123641.png

Screenshot_20180313-123656.png

Screenshot_20180313-123709.png

Screenshot_20180313-123808.png

Share this post


Link to post
Share on other sites
Advertisement

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
Sign in to follow this  

  • Advertisement
  • Advertisement
  • Popular Tags

  • Similar Content

    • By ethancodes
      I'm working on a system for my game that will allow the player to stack pick ups in a queue. As one pick up expires, the next automatically activates. I'm having an issue though where if I pick up the first one, it activates fine, but if i pick up a second directly after it, it overrides the first one, activates the second one, and then once it has run it's course, everything goes back to normal gameplay, no first pick up. I'm not sure why this is happening. Hopefully someone can spot what I'm doing wrong in my code.
      Here is the code for the pick up manager:
      // Update is called once per frame void Update () { if (pickUpQueue.Count != 0 && !pickUpActive) { pickUpActive = true; pickUpQueue[0].ActivatePickUp(); } DeactivatePickUp(); } void DeactivatePickUp () { if (pickUpQueue.Count != 0 && pickUpActive) { Destroy (pickUpQueue [0]); pickUpQueue.RemoveAt (0); pickUpActive = false; } } And here is the PickUp:
      public override void ActivatePickUp () { ball.GetComponent<Ball>().Speed = 2.0f; //increase ball speed... ball.GetComponent<Ball>().StartCoroutine(timer); //...set time that power up is active }  
      There is also a Base Pick Up:
      public void OnCollisionEnter2D (Collision2D collision) { Vector2 tweak = new Vector2 (Random.Range(0f, 0.2f),Random.Range(0f, 0.2f)); this.gameObject.GetComponent<Rigidbody2D>().velocity += tweak; //if the pickup makes contact with the paddle or ball.... if (collision.gameObject.tag == "Paddle" || collision.gameObject.tag == "Ball") { GameObject.FindObjectOfType<GameManager>().GetComponent<PickUpManager>().pickUpQueue.Add(this); Destroy(gameObject); //...and finally destroy power up object } } As a side note, I am trying to find a solution to this that will work for all of my pickups. Some pickups are ammo based, some are timed. 
    • By MarcusAseth
      Hi guys, I'm having a problem rendering with DWrite, and I don't understand why, can you help me figure it out?
      As you can see in the image below, if you look carefully you'll notice that the top of R8 is cut (missing 1 row of pixels), the bottom of R11 is cut again, the 4 in R14 is rendered weird compared to the 4 in R4 and so on, if you look closely you'll spot more yourself.
      I can't figure out why 😕
      Under the image I'll also leave the code, in case I'm doing something wrong like with type conversion or stuff. Any help is much appreciated

      #include "GBAEmulator_PCH.h" #include "Disassembler.h" #include "GBAEmulator.h" Disassembler::Disassembler(LONG width, LONG height, HINSTANCE hInstance, GBAEmulator* emuInstance) : D2DWindowBase(width, height, hInstance, emuInstance), m_background(0.156f, 0.087f, 0.16f, 1.f), m_textFormat{ nullptr } { //Init Window std::string className = "Disassembler"; std::string windowName = "Disassembler"; WNDCLASSEX clientClass{}; clientClass.cbSize = sizeof(WNDCLASSEX); clientClass.style = CS_HREDRAW | CS_VREDRAW; clientClass.lpfnWndProc = GBAEmulator::DisassemblerWinProc; clientClass.hInstance = m_hInstance; //clientClass.hIcon =; TODO: Add Icon clientClass.hCursor = LoadCursor(m_hInstance, IDC_ARROW); clientClass.hbrBackground = (HBRUSH)(COLOR_BACKGROUND + 1); clientClass.lpszClassName = className.c_str(); //clientClass.hIconSm =; TODO: Add Icon DWORD windowStyle = WS_VISIBLE | WS_CAPTION | WS_MINIMIZEBOX | WS_TABSTOP | WS_SYSMENU; m_isValid = InitWindow(windowName, clientClass, windowStyle, false); //Init DWrite if (m_isValid) m_isValid = InitDWrite(); std::vector<std::wstring> tempEntries{ L"PC: ", L"R0: ", L"R1: ", L"R2: ", L"R3: ", L"R4: ", L"R5: ", L"R6: ", L"R7: ", L"R8: ", L"R9: ", L"R10: ", L"R11: ", L"R12: ", L"R13: ", L"R14: ", L"R15: ", L"R16: " }; std::wstring value = L"-UNDEFINED-"; FLOAT left{}, top{}, right{ 300.f }, bottom{ 50.f }; for (auto& s : tempEntries) { m_entries.emplace_back(TextEntry{ s, value, D2D1_RECT_F{ left, top, right, bottom} }); top += 30.f; bottom += 30.f; } } bool Disassembler::InitDWrite() { //Set Text Format HRESULT hr; hr = m_DWriteFactory->CreateTextFormat( L"consolas", NULL, DWRITE_FONT_WEIGHT_NORMAL, DWRITE_FONT_STYLE_NORMAL, DWRITE_FONT_STRETCH_NORMAL, 22.f, L"en-US", &m_textFormat ); if (FAILED(hr)) { MessageBox(NULL, "Failed to create TextFormat", "Error", MB_OK); return false; } //Set Colors m_renderTarget->CreateSolidColorBrush( D2D1::ColorF(D2D1::ColorF::SkyBlue), &m_fillBrush1 ); m_renderTarget->CreateSolidColorBrush( D2D1::ColorF(D2D1::ColorF::Crimson), &m_fillBrush2 ); return true; } Disassembler::~Disassembler() { DestroyWindow(m_hwnd); if (m_textFormat) m_textFormat->Release(); if (m_fillBrush1) m_fillBrush1->Release(); if (m_fillBrush2) m_fillBrush2->Release(); } void Disassembler::Updade(float deltaTime) { } void Disassembler::Draw() { m_renderTarget->BeginDraw(); m_renderTarget->Clear(m_background); for (auto& entry : m_entries) { DrawEntryWithShadow(entry); } m_renderTarget->EndDraw(); } void Disassembler::DrawEntryWithShadow(const TextEntry& entry) { //shadow offset D2D1_RECT_F shadowPos = entry.position; shadowPos.top += 1.05f; shadowPos.left -= 0.95f; //draw text DrawEntry(entry.text, shadowPos, m_fillBrush2); DrawEntry(entry.text, entry.position, m_fillBrush1); D2D1_RECT_F valuePos = entry.position; FLOAT valueOffset = 50.f; valuePos.left += valueOffset; valuePos.right += valueOffset; shadowPos.left += valueOffset; shadowPos.right += valueOffset; //draw value DrawEntry(entry.value, shadowPos, m_fillBrush2); DrawEntry(entry.value, valuePos, m_fillBrush1); } void Disassembler::DrawEntry(const std::wstring& text, const D2D1_RECT_F& pos, ID2D1SolidColorBrush* brush) { m_renderTarget->DrawTextA( text.c_str(), static_cast<UINT>(text.size()), m_textFormat, pos, brush, D2D1_DRAW_TEXT_OPTIONS_NONE ); }  
    • By Catalin Danciu
      Hello,
      In the hopes that my thread is not off-topic or offensive in any way, I dare to ask the following "noob" question:
      what would be the correct way to create sprite animations from 2D *.bmp files?
      I have for reference the 2001 game  Desperados:Wanted Dead or Alive.
      with the help of some tools i found , I was able to extract files containing what seems to be animation frames and frame shadow masks for animating a horse.
      Attached are the archived assets.
      My goal is to recreate the demo level of the game using Unity, for educational purposes.
      I have started by loading the background map layer (also a large bmp file), and next step is to load a 2d character object and animate on the perspective.
       
      Horse_Brown.rar
    • By D34DPOOL
      Edit Your Profile D34DPOOL 0 Threads 0 Updates 0 Messages Network Mod DB GameFront Sign Out Add jobEdit jobDeleteC# Programmer for a Unity FPS at Anywhere   Programmers located Anywhere.
      Posted by D34DPOOL on May 20th, 2018
      Hello, my name is Mason, and I've been working on a Quake style arena shooter about destroying boxes on and off for about a year now. I have a proof of concept with all of the basic features, but as an artist with little programming skill I've reached the end of my abilities as a programmer haha. I need someone to help fix bugs, optomize code, and to implent new features into the game. As a programmer you will have creative freedom to suggest new features and modes to add into the game if you choose to, I'm usually very open to suggestions :).
      What is required:
      Skill using C#
      Experience with Unity
      Experience using UNET (since it is a multiplayer game), or the effort and ability to learn it
      Compensation:
      Since the game currently has no funding, we can split whatever revenue the game makes in the future. However if you would perfer I can create 2D and/or 3D assets for whatever you need in return for your time and work.
      It's a very open and chill enviornment, where you'll have relative creative freedom. I hope you are interested in joining the team, and have a good day!
       
      To apply email me at mangemason@yahoo.com
    • By Alberto Muratore
      Hello, my name is Alberto Muratore and I'm a young game developer specialized in programming.

      Last summer I finished working on Abstract Arena, my first completed project published on Steam. During the development, lasted more than 1 year, I created every aspect of the game except for the audio sector. I previoulsy joined small competitions and had collaborations within the amateur scene, since I started having fun with game development when I was a kid. In the recent months I also started writing videogames reviews for a english-italian website about indie games.

      Abstract Arena Steam page: http://store.steampowered.com/app/678230/Abstract_Arena/
      Abstract Arena website: http://www.abstractarena.com/

          

      I'm currently offering my skills as freelancer in the role of programmer: what I'm searching for is a project that only lacks of the coding part. I'm very good at using the GameMaker: Studio engine, and I already own a license to export on Android platform. I can write code for any genre of 2D games, and I already have experience with the peculiarities of the Android platform (multiple touch controls, accelerometer). I will be able to start working full time only during September, so be aware of that.

      The plan is the following:
      1 - you have an idea about your next project (2D game of any kind, for Windows and/or Android platform),
      2 - you (or your team) create all of the graphics and audio resources,
      3 - I write the whole code for the game (gameplay, menus and anything within the game) putting everything togheter [during September],
      4 - if you like my work you can choose how much to pay for it, and you (or your team) keep the rights to sell the game without sharing any percentage with me.

      Thank you for reading my announcement
      If you have any question, please write me at the following address: albertomurat@gmail.com
    • By davejones
      Is there a way to automatically change the start position of an animation? I have a bunch of animations set up on 3D models in unity. The issue is that I need to move the 3D models, however when I do so the animation start positions are not updated and I have to do it manually.

      Changing the transform of key frames is time consuming with the amount of animations I have, so I was wondering if there was a way to do it automatically?
    • By Ibragim Vykov
      Hi, everyone! I'm a self-taught indie developer. After two years of learning programming and gamedev, I finally released my first game. It's a hardcore arcade with simple one-tap control. Check it out please, it would mean a lot to me. And also I'd be very interested to hear your feedback.
      Get it on Google Play: 
      https://play.google.com/store/apps/details?id=com.ibragames.circlevsspikes 
      Official trailer:
      https://www.youtube.com/watch?v=oTbQHaD_nWo

    • By N Drew
      I am working on a 2D SideScroller game in my own made game engine using SFML and C++.I am searching for 2D artists,especially pixel artist for making and animating characters,backgrounds and other props that can be made in any Drawing Program.The artist will become part of the team of Hammer Studios and he got a part of the Revenue Sharing.If you are interested send me a mail at:ghiurcutaandrei@gmail.com .If you are not an artist but you want to be a part of our Team,Soon we will be recruiting an C++ AI programmers that worked in SFML/OpenGL.
      We work together using Discord.

    • By MoreLion
      hey all! We are looking for members for our Unity horror game! 
      Here’s the story:
      After a deadly virus plunges the world into chaos killing 85% of the human population there are now what they call “zones” these zones are watched very closely by the surviving government, people are checked every day for the virus, even if you touch the spit or any human waste or fluids of the victim who is infected, you will die. But one day, people in the west zone start to go missing, 1 woman goes outside the walls to uncover the mystery, is there more to the virus than meets the eye?, That is where your story starts.
      This game is not a long development game, I have loads other game ideas,
      I will also allow you to have a bit of creative freedom if you wish to add or share a idea!
      And no, it’s not a zombie game lol I feel like zombie games are too generic, in this game you will encounter terrifying beasts!
      There is some concept art one of our concept artists have made
      If interested email liondude12@gmail.com
    • By Canadian Map Makers
      GOVERNOR is a modernized version of the highly popular series of “Caesar” games. Our small team has already developed maps, written specifications, acquired music and performed the historical research needed to create a good base for the programming part of the project.

      Our ultimate goal is to create a world class multi-level strategic city building game, but to start with we would like to create some of the simpler modules to demonstrate proof of concept and graphical elegance.

       

      We would like programmers and graphical artists to come onboard to (initially) create:

      A module where Province wide infrastructure can be built on an interactive 3D map of one of the ancient Roman Provinces.
      A module where city infrastructure can be built on a real 3D interactive landscape.
      For both parts, geographically and historically accurate base maps will be prepared by our team cartographer. Graphics development will be using Blender. The game engine will be Unity.

       

      More information, and examples of the work carried out so far can be found at http://playgovernor.com/ (most of the interesting content is under the Encyclopedia tab).

       

      This project represents a good opportunity for upcoming programmers and 3D modeling artists to develop something for their portfolios in a relatively short time span, working closely with one of Canada’s leading cartographers. There is also the possibility of being involved in this project to the point of a finished game and commercial success! Above all, this is a fun project to work on.

       

      Best regards,

      Steve Chapman (Canadian Map Makers)

       
  • Advertisement
  • Popular Now

  • Forum Statistics

    • Total Topics
      631362
    • Total Posts
      2999562
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

Participate in the game development conversation and more when you create an account on GameDev.net!

Sign me up!