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About Tillofolofogus

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  1. Tillofolofogus


    Or maybe this is an awful community?
  2. Tillofolofogus


    Anybody going to comment?
  3. Tillofolofogus


    [font="tahoma, geneva, sans-serif"]This Thread is CLOSED.[/font]
  4. Tillofolofogus

    2D MOBA Game Design (Need Suggestions)

    Your wording alarms me already. What do you think you are doing? The objective is the core of your game, it can change what skills are useful... it can change your gameplay. From the looks of it, you want somebody else to come up with it, as if it was a skill. You don't seem to give it the attention it deserves. You are in charge of it, get different ideas if you are stuck. If somebody comes up with the greatest idea ever, then use it. But don't expect somebody else to do the job for you. I love "think outside the box" descriptions. It doesn't mean anything, not until you've defined 'the box'. You have given some skill and character description, I don't know why you wrote down the control scheme. You haven't wrote anything about the lore, story of the characters. The only thing you gave was a generic word (Japanese Fighting) and that is what you will get as answers. If you want to brainstorm something more specific, you have to tell more. [/quote] I would love to see you on the team as a game designer. I sent you a PM already.
  5. Tillofolofogus

    2D MOBA Game Design (Need Suggestions)

    Your wording alarms me already. What do you think you are doing? The objective is the core of your game, it can change what skills are useful... it can change your gameplay. From the looks of it, you want somebody else to come up with it, as if it was a skill. You don't seem to give it the attention it deserves. You are in charge of it, get different ideas if you are stuck. If somebody comes up with the greatest idea ever, then use it. But don't expect somebody else to do the job for you. I love "think outside the box" descriptions. It doesn't mean anything, not until you've defined 'the box'. You have given some skill and character description, I don't know why you wrote down the control scheme. You haven't wrote anything about the lore, story of the characters. The only thing you gave was a generic word (Japanese Fighting) and that is what you will get as answers. If you want to brainstorm something more specific, you have to tell more. [/quote] This is WIP GDD. Nothing is official at all yet.
  6. MOBA PROJECT (WIP GDD) Mostly Ideas Dimension: 2D Genre: Action Platformer MOBA Theme: Japanese Fighting (Not Anime) Platforms: PC and Mac [color=#008080]Heroes: (Thinking about adding leveling system and separate paths per Hero). Level 1 – 9: Sumo – Tank Class but Slow Movement LvL 10 - 19> Sumo: Guard – LvL 20 - 29> Sumo: Belligerent – Level 1 – 9: Kyudo – Archer/ Long Range LvL 10 - 19> Kyudo: Iris – LvL 20 = 29> Kyudo: Abet – Level 1 –9: Ninja – Light-footed Assault 20> Ninja: Shadow – 30> Ninja: Vigor - Level 1 – 9: Monk – Healer/ Spell Caster 20> Monk: Zen – 30> Monk: Crane – Level 1 – 9: Samurai – High Damage but Slow Attacks 20> Samurai: Vanguard – 30> Samurai: Defender – [color=#008080]Basic Hero Abilities: (A) = Attacks (T) = Team Based Ability (M) = Maneuver (Movement x2 = Attack) Sumo Movement: Jump, Roll, and Jog Jump: “W” Roll: “S” Jog: “Shift + “A” or “D” Attacks: (A) Pummel: Throw fists at enemy. (A) (M) Knockdown Roll: Jog + Roll facing an enemy. (A) Body Slam: Must use when in air. (3 sec delay) Movement Combos: Roll + Jump = High Jump Jog + Roll = Knockdown Roll (T) Swap: Switch places with a teammate who is taking damage and receive damage. 30s Delay. Kyudo Movement: Crouch, Run, and Dive. Dive: “W” Crouch: “S” Run: Shift + “A” or “D” Attacks: (A) Shoot: Shoot arrows at enemies. (A) (M) Bird: Run + Dive to glide over enemy getting 2 arrows to shoot before landing. (A) Focus Fire: Shoot a barrage of 3 enchanted arrows (3 sec delay) Movement Combos: Crouch + Run = Snake (dash through enemies with little recognition) Run + Dive = Bird (T) Boost Arrow: Shoot a buff arrow at teammates to help them out. 30s Delay. Ninja Movement: Double Jump, Run, Meditate (Crouched Position) Double Jump: “W” Sit: “S” Run: Shift + “A” or “D” Attacks: (A) Cobra: Throw bladed shurikens at enemies. (A) (M) Viper: Meditate + Double Jump to stun enemies inactive for 2 seconds + damage. (A) Flying Mamba: Jump on enemy to release a viscous attack on them. Movement Combos: Meditate + Run = Double Jump + Flip (Lasts until damaged by foes) Meditate + Double Jump = Viper (T) Extreme Meditation: Meditates for 5s to increase critical hit chances by 25%. 30s Delay. Monk Movement: Glide, Shuffle, and Vanish (Disappears until hit by opponent, glides, or uses ability) Shuffle: “W” Vanish: “S” Glide: Shift + “A” or “D” Attacks: (A) Overcast: Sends dark spirit to deteriorate opponents. (A) (M) Specter: Vanish + Shuffle around enemy to create an electric current wherever you passed harming enemies in the range of the current. (A) Impel: Targets aerial enemies to send a force downward slamming them to the ground. Movement Combos: Glide + Shuffle = Double Shuffle Vanish + Shuffle = Specter (T) Cure: sends healing spirit to those in need. 30s Delay Samurai Movement: Jog, Catapult, and Coil (Becomes small and shielded by armor) Catapult: “W” Coil: “S” Jog: Shift + “A” or “D” Attacks: (A) Swipe: Swipes Katana with a determined and smooth flourish (A) (M) Helix Fury: Coil + Catapult launches Samurai into the air damaging enemies in it’s radius. (A) Sun Bash: Raises katana to strike enemies above. Movement Combos: Jog + Catapult = Fast Catapult Coil + Catapult = Helix Fury (T) Shroud: creates shield among a certain radius in which enemies can’t enter. Lasts for 10 secs. 30s Delay. [color=#008080]Objective: We need help from you! Since this is a MOBA, we need help thinking of a unique objective of the game! Don't make it too absurd but make sure you think outside the box. Example of not thinking outside the box: "1 Tower at each base and the objective is to destroy the enemy tower". Notice: We will recognize the people who suggest ideas we actually use in this game! Your name will be put in a special thanks area in the credits! [color=#ff8c00]Have any other ideas? Please explain them in a post below! Current Special Thanks: (In order of ideas) (None at the moment!) Current Team Members: (In order of joining) 1. Chris: Team Management, Game Design, Recruitment 2. Antonio: 2D Character Animation 3. Oscar Celestini: Character Design and Concept Artist 4. Steve: Sound Effects (SFX) 5. Rob: Musical Composition 6. Michael: Programmer (Pending Decision) (Waiting to see if we're dedicated) 7. With Programmer ---> Concept Artist x2 w/ Game Designer. (Disclaimer: Not a recruitment thread).
  7. Hello, my name is CFrac and I'm a game designer at XStreamTech. We are a semi-big indie game developing team with around 25-30 volunteer members. We focus on bringing the best of our abilities into the games we create and love doing it! Right now I am leading the artistic and game design portions of a game we call HG: Infinite, an online FPS/RTS hybrid game. Things are slowly starting to take form as our level designer and environmental artists work to create our first map, Normandia. Anyhow, I've already written the game design document (GDD) and now I am sort of laying back and watching our amazing team turn my vision into a real game! I help with most artistic problems we face while creating the game but I have much free time on my hand. After we create HG: Infinite we will be on our way to creating another single player game and hopefully be receiving revenue for our efforts by that time. After this 3rd game is released, we will attempt (but not yet confirmed) to create an awesome MMORPG, the funnest of our generation. Our only limit is our imagination. Hopefully, one of you will be willing to help me create the MMORPG of our dreams, let's make it real. WHAT WE WILL NEED: -Writers with at least 1 year experience. -Game Designers with at least 1 previous project they can show for! (Will make exceptions...) -Concept Artist with a portfolio. -People who have been inspired by video games for 10+ years and have MUCH knowledge about each genre and the history of video games. ([color=#b22222]If you've owned a sega dreamcastor gameboy color, you are included in this group). -Minimum age to apply: 16. -Language: English. - Communication Software: Skype. Thank you to those who take interest in this opportunity. TO APPLY: Please comment on this thread with the expertise of which you will contribute as well as your Skype username. (PM me if you want to send Skype name in private).
  8. Hello ladies and gents, I just got my 1st drawing tablet, a Wacom Intuos 5, and I was wondering how I get started. Normally I am a good/decent drawer (using paper and pencil or acrylic painting), but on the computer it is much more difficult I think. I would love it if somebody please taught me how to get my ideas/concepts out of my brain and onto the canvas. Thanks! -Chris (I have already watched so many videos and I am trying to pick up some of those techniques. I guess I just need to keep practicing?)
  9. Congratulations, you have successfully made your way to the (arguably) trickiest part of game designing, choosing a theme. What are themes? The theme is the concept of the life of your game. Some of the tips I am about to share with you will guide you through the process of choosing an appropriate theme for your game! 1. What type of game is it? MMO? RTS? FPS? RPG? These are all major genre's in games today, that's why is is EXTREMELY difficult to create a game like this that is both unique in terms of gameplay as well as theme. EVERYBODY knows about the typical fantasy mmo/rpg, or the infamous WW2 based FPS's which their are countless renditions. These are NOT original themes at all and game designers/developers should stay away from themes that aren't highly unique. Be unique. 2. What does your development staff consist of? You may be thinking "What type of question is this?!" but I'm here to tell you that development staff has a fair bit to do with theme choice. Picking broad and cliche themes will require a bigger or highly professional work staff. This is because it takes more effort into trying to create something non-original than it does something very original. Don't believe me? It is a known fact that big-name companies in the gaming industry create games that have generic themes with standard gameplay. If you are an indie developer, you know that if you try to compete with these "big dogs", you will be trampled by their paws. In order for your game to be popular, you MUST stay away from standard/traditional themes, leave those to the bigger corporations. (Indie game development is known for thinking outside the box, thats why many games like Tribes Ascend are very successful, their isn't an game like it) 3. What are you interested in? This is a major factor when it comes to theme decision. Picking a theme you like will motivate you to create a game you would like to play as well as make! 4. What is an ideal setting for your game? Finding an appropriate location for your game can be a struggle that is why many game developers use bland settings. What I want you to do: Find a good setting for your game, then go to google and type in: "fantasy worlds". Scroll though the pages, look at every image until you find one that really strikes you. Go to the rest of your team and ask them what they think, if they like it, then go for it and don't hold back! 5. If you are afraid of being judged, you will not make it far in this industry. I hope I helped those of you who were having trouble with this tricky area of game developing. If you have any other questions regarding game design, please contact me and I'de be glad to help! Thanks!
  10. Lets get this out now before moderators take this down: I am[size=8] [font=times new roman,times,serif]UNABLE[/font] to post in the "Help Wanted" Thread. Thanks. Now for the actual topic... [color=#282828][font=helvetica, arial, sans-serif]First of all, I would love to tell you a little bit more about my work ethic and who I am as a person. I am an AVID gamer and gaming activist. I know how to run things smoothly and I know how to make games that people LOVE. What people REALLY love is an awesome community behind awesome games. Luckily I am part of many many gaming, and game developing forums! I have many opinions about the games I create and the games I am helping to develop. I am not the type of guy who quits on projects. I not only FINISH what I start, but always I EXECUTE it well.I've been designing games for quite a while now and I'm not the kind of person to tell anyone lies about what could possibly work, I know what looks good and I know what looks like a shitty game. Let's not fool ourselves. [/font] [color=#282828][font=helvetica, arial, sans-serif]I am currently designing a uniquely themed STBS (Simultaneous Turn Based Strategy) game that is designed for multiplayer fun and success. I have hopes for a developing team like you to accept me as a fellow developer helping the game design area of the dev team. Once I am recruited I can share all of the details for my [/font] [color=#282828][font=helvetica, arial, sans-serif]I've been studying a broad range of indie games and I've noticed a couple features that make a game successful and a game that zero people care about. In other words, I can design games that people will enjoy playing because of a few different features.[/font] I would go into each mandatory feature but this is not the place to do so. [color=#282828][font=helvetica, arial, sans-serif]I am the right addition to the game developing family of yours because I get along well with others, I can work with others and include all ideas into one grand idea, and I have an understanding of successful game mechanics (how-to-play).[/font] [color=#282828][font=helvetica, arial, sans-serif]Bonus's I obtain: Fantasy writing. I have just finished a novella for a client of mine who runs a fairly popular Minecraft server (supposably). If you wish to see the fantasy novella, E-mail or skype me about "Mistveil's Derivation" and I will tend to your request.[/font] [color=#282828][font=helvetica, arial, sans-serif]Another bonus I have acquired is the love for art. I am a fairly good digital graphic artist with basic Photoshop CS5 knowledge. I am currently enrolled in an art class at school where I am picking up new techniques for non-digital art.[/font] Anyways... [color=#282828][font=helvetica, arial, sans-serif]Thank You All, It's been a pleasure applying for the Game Designer (and/or) Media Manager position for your lovely developing community.[/font] [color=#282828][font=helvetica, arial, sans-serif]-Chris[/font]
  11. I am looking to join an indie dev team and need to create a topic in the Help Wanted thread but it doesn't allow me. Please help!
  12. Haha this sounds awesome! I will make a lot for you! I might even to a guy in a dragon costume! Add me on skype so I can send you all of mine! chris.fracassi1 Thanks!
  13. [font=arial,helvetica,sans-serif][color=#ff8c00][size=8]PEL[/font] This is a basic In-Game diagram without any art style applied to it. This is raw layout Unofficial Story behind the game: [font=georgia,serif]~You are Pel, a pixel element. ~Something bad happens to you so you end up in an artsy parallel world called Mistveil. ~A pixel like you is unfamiliar with this non-pixilated world of Mistveil. ~You then find other pixel elements that are striving to survive like you are and you begin [/font] [font=georgia, serif]to fight with them for resourceful and beautiful land.[/font] [font=georgia,serif]~Battles break out between you and your pixel enemies for the property of Mistveil. ~You and your friends must battle for the land before there is none left. ~Go on! Find your friends, make a clan, and claim your land![/font] ABOUT • The game is a Uniquely Themed 2D RTS Game. • It is Online Multiplayer • Customization • Player Profile • Leaderboards • Clans • Picking Classes • How To Play • Movement • Health • Default Controls • Graphics Online Multiplayer The game will consist of competitive online multiplayer. Players will be able to create player lobbies and invite friends to play with them in their lobby. Types of Matches There will be 2 types of matches, 4v4 and 2v2 matches. Find a Game There are a couple methods to finding your desired game. If you are a single player, playing on your own, you can find a 4v4 and 2v2 game. You will be placed into a match lobby to start your game once 3 other players are found (in the case of a 4v4). In the case of a 2v2 you will find 1 available player to connect to then be placed into a 2v2 match lobby. Creating Player Lobbies (Parties) The main menu will consist of options like customization, options, controls, and multiplayer. Once you hit multiplayer you will get an option of creating a lobby or finding a game right away (without your friends). To play with your friends, you’re going to have to click on Create a Lobby. Once there, you can scroll through the players online to find your online friends and invite them to your lobby. Once your friends are in a lobby, you are ready to start your match. You can also set up your own private match for altering game settings and removing the use of items! Customization There are a couple ways that customization play a role in your experience. Players can customize their player skins to meet their preferences. Also, players may create their own player emblem that will appear next to their player profile. Player Profile The main page where you can check individual stats and scores is by going to a player’s profile. On the profile page, many stats like Accuracy, Favorite Weapon, Most Kills With, Most Killed By, K/D Ratio, Win/Loss Ratio, and more will appear! Your customized player emblem and player skin will also be displayed in your player profile. Leaderboards You can check the leader boards to see how well ranked you are in the world and against your friends! Clans Clans will be VERY important when playing this game competitively. A 2v2 and a 4v4 clan are the two options you have when creating your clan. You can create a Clan Page for your clan to share videos and screenshots as well as keep in touch with your fans. You can also customize your clan’s emblem that will also appear on your clan page but make sure everyone likes it! You can create private matches to edit items and alter the games rules a little. Items/Store/Crafting Sometimes, located in an arena, will be random chests or items that could help a player out. Sometimes the item will be flint and steel that you can equip to an air freshener to create a makeshift flamethrower that ANYONE can use. Maybe a bag of gunpowder would be in a chest that you can equip to a timer and some wire to create an improvised C4, that once again, anyone from any class could use. Once you have the items you’ll have to go to a crafting area where you can put everything together. At the store you can buy your materials (The ones that are more rare in the arenas) to craft them together with other things. Ranks/Levels/Rank Tokens There are 25 Levels per each rank. Reaching rank 1 will earn you 1 rank token. A player can level up by: beating achievements, Killing opponents, winning matches, and more. Once you reach level 25, you have reached rank 1 and have earned yourself a rank token. Rank tokens can be spent on 1 of the many skills your class has. For an engineer, you can use a rank token to upgrade your booby trap skill that will upgrade the default booby trap skill (slows other players) to maybe detonates the power up when an enemy is trying to capture it and kills the enemy. Say you are a soldier; you can upgrade your gun skill to unlock more guns or you may decide to upgrade your grenades so that a regular frag grenade can be upgraded into a Bouncing Betty! There will be 50 ranks so 1250 levels. Don’t worry; we will have enough content, skills, and weapons, to have upgrades until rank 50. Each rank will have a specific rank icon that will also appear on player’s player profile. There will be stunning icons for each rank. Picking Classes (Short Summaries) Engineer (Submachine Guns) Engineers have the ability unlock red gates (Locked Doors) by using a default lock pick to unlock them. Engineers can also level up to upgrade their lock picks to C4 and other equipment to unlock stronger things like dark red gates that are twice as strong and resistant than regular red gates. When capturing a power up, engineers can booby-trap it for the opponents. Engineers can also hack into enemy vaults using long range hacking systems (One of the last things to be unlocked for engineers) Engineers use less powerful SMG’s and but can move faster than any other class. The Special for engineers is a complete repair for all damaged walls (re-building the damaged structures for more protection for them and their team. (There will be more Special Options for each class!) Fighter (Assault Rifles) Fighters have the ability to use more powerful weapons with longer range than SMG’s but cannot unlock red gates or dark red gates. Possibly when a player reaches a certain level, a grenade launcher can break down a red gate but it would take 2 grenades to break it down. Fighters are also equipped with standard frag grenades that when leveled up, can be upgraded if that’s what you decide to use your rank token. Fighters will also be able to unlock flamethrowers with a high spread volume. Fighters have standard speed. The Special for fighters are a tactical airstrike that can be placed on a 3x3 grid area (If an enemy is caught in the center, it will be an automatic death for that player. The outlying squares will only result in half damaged for the players hit.) (There will be more Special Options for each class!) Sniper (Sniper Rifles) Snipers can unlock many different snipers for different situations. Some snipers are designed for high damage purposes while others are designed for higher rate of fire and some maybe for a wider spread! You can obviously upgrade each weapon like a snipers default sniper is a standard 1 shot medium power sniper when you use a rank token you can unlock more snipers and buy power ups for specific snipers to extend magazines, add a deep impact upgrade and more! Another ability of the sniper is creating temporary shields for cover that are impenetrable. Sniper Cover can be upgraded to last longer and cover more than 1 grid space (default is only covering 1 grid space so you could essentially upgrade it 3 times to make it a piece of cover for your entire team for tactics.) Snipers have the standard speed. The Sniper’s Special includes a selecting an area in which a sniper can mark 3 grid spaces then fire 3 shots all at the same time which is basically a tri-shot for an enemy to dodge! (There will be more Special Options for each class!) Healer (Light Machine Guns) Healers have the ability to heal themselves and other players along with setting poison traps for the enemies. Healers can upgrade their healing skill to make it stronger and more effective. Healers move slower than any other class but make it up with their widespread light machine guns. The LMG’s have the widest spread of any guns of any other classes. Earlier guns have 1.5-grid volume but after being upgraded, LMG’s can easily cover 3 full grids. They can also set medic packs on the ground that can give each player a small amount of healing until upgraded. Healers are primary support fire, make sure you have a Healer on your team to give you cover and keep those bad guys on their feet. The Healer’s Special is a Team health boost that heals the entire team. (There will be more Special Options for each class!) Power Ups Speed Rapid Fire Shield Invisibility Acquiring all 4 will result in a super power up that any class can use if acquired. New Super power ups will be able to be unlocked as a player levels up. (Should add other power ups later) How To Play 4v4 and 2v2 matches start out the same. All members from both teams start out grouped together on opposite sides of the arena (divided by a half way line). There will be many different themed arenas. All arenas will have a power up conveyer belt that spawns power ups for each player to capture. Around the conveyor belt will be a free for all zone or an FFA Zone where all players can move around. It will usually be shaded in a different color (it will be distinct). The players goal will differ by what game type they are playing. A standard team death match’s goal will be to eliminate all other enemy players. A capture the flag game mode will allow players to travel to the apposing sides and retrieve the enemy flag to return to the home base. Players will be able to use whatever class they want during the match and be able to change classes. (I recommend sticking with one class that you specialize in). Depending on how powerful an enemy weapon is, your health will drop some percent when hit. This will show on the top stat bar. A player’s power up will be activated when starting a new match. After the player uses it, a timer will start to count down until the player can use it again. (Probably like 2 or 3 minutes). If you are feeling generous, you can share your power ups with members of your team! It also pays you for being a team player! TEAM WORK is a key factor in these games. If you are spawned inside of a red-gated area, you’re going to need an engineer or a high-leveled fighter to unlock it for you. Sometimes resource chests will be scattered throughout an arena. Inside each chest will something useful will be contained. Maybe gun powder for a bomb any players can craft themselves. When you kill an enemy or share a power up, a certain amount of currency will be added to your bank. From the bank you can buy items for improvised supplies just in case you need them. All matches will go on for 10 minutes max. Movement This is a real time strategy game so I took some classic strategy games like checkers and chess and incorporated their grid styles into this new hit game! Seconds Per Movement or SPM will measure the speed of a player’s movement. • Engineer Speed (Fastest) = 2 SPM • Fighter and Sniper (Standard) = 2.5 SPM • Healer (Slowest) = 3 SPM • Speed Power Up = -.5 SPM • Engineer + Speed Power Up = 1.5 SPM • Fighter and Sniper + Speed Power Up = 2 SPM • Healer + Speed Power Up = 2.5 SPM Players can only move up, down, left and right using the WASD setup. (Can ALWAYS alter in options) Health Your health icon is located on the stat menu above the playing arena. The icon is a hollow circle. When a player has full health the ring will appear green. The more damaged a player becomes; the ring will start fading to a closer red color until it finally reaches red. When your ring reaches red, you will probably die within the next shot. Default Controls Up = W Left = A Down = S Right = D Aim = Cursor Shoot = Left Click Use power up in Slot one = 1 Slot two = 2 Slot three = 3 Slot four = 4 Use Special = SPACE Use Primary Gun = Z Use Secondary Weapon = X Use Class Skill= C Use Equipment = V Quit Game/Options= ESC Graphics Idea For Player Characters Customization is a HUGE part of a game that makes it a gamer’s own. Players WANT to have THEIR characters be different from the rest! LUCKILY we are creating a pixilated game so customization will be easier for those seeking diversity. Right now our characters are circles. The player will start out with a default PEL skin BUT players can also customize their own skins like this Mario skin: Idea for Arena Layout Currently we have a spectator-sized arena where the action on the screen is visible from all 4 - 8 players in the arena. We are NOT going to have big arenas. Rendering the arena would take away from the original spectating style we wish to master. This means adding obstacles and aids will be additions to the arena. The active graphics in the arenas like walls, gates, chests, power up belt, and player characters themselves WILL be symmetric at the time they spawn. There isn't a need for players to complain because of what side they were spawned on. Having symmetric sides for all the active graphics means it will take players from both teams an equal amount of grid spaces to get to key points like the power up belt, supply kits, and items. Ideas for Arena Graphics The arena will basically be symmetrical on both sides. That being said, it might be a challenge making both sides of the arena NOT symmetrical in the artistic aspect because after all, Pel takes place in an artsy world. It would actually be awesome if we gave the impression that our graphics were 3D by creating it that way in 2D. Pictures of the game Spiral Knights actually capture that effect that we are looking to create. We want it to look similar this: Although, the graphics in Pel will be much smaller and more "artsy" (painting-like), these are good reference pictures for the 3D aspect we wish to achieve. [color=#ff8c00][font=lucida sans unicode,lucida grande,sans-serif]Any interest in helping to make this game?[/font] Email [email]chfracassi1@cox.net[/email] for more information. This is ALL volunteer work until we get release the game. (We will figure out the revenue jazz once we come to it) Join our development team quick! Looking for: Game Programmers (1/5 Currently) 2D Graphic Artists (2/5 Currently) Player Biography Writers (0/5 Currently) Game Music Composers (0/5 Currently) We are only having a small group of people because it keeps the development of the game running smoothly and allows less room for chaos. If you truly believe in indie success, join our family!
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