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1  Jobs / Collaborations / [Revshare]Looking for writer for turn based JRPG with gimmicky mechanics. on: May 11, 2021, 09:41:04 AM
Looking For:
A writer/game designer to bounce ideas off for a story driven JRPG style game. Looking for people with previous experience in  making games. Also looking to build a lasting collaboration for future games.

My Exp:
Several years of experience as a programmer in unity. Made a commercial puzzle game with a well received story. Also made several prototypes of JRPG combat systems so implementing stuff for a prototype/vertical slice is not a problem.

https://b-deshidev.itch.io/
https://store.steampowered.com/app/1406090/ControlOverride/

Project:
Turn based RPG that utilizes its game mechanics to tell the story. I have some gimmicky mechanics I'd like to utilize.
Additionally, I also have plans for a gimmicky pure text horror game at some point.

Length Of project:
I expect the JRPG project to take a year at least.

Split %:
Equal split.

Contact Method:
Message me here or DM me on discord @wagnerok#3261. Preferably the latter.

 Please include a portfolio of your work if possible.
2  Jobs / Offering Paid Work / [Paid] Looking to commission Promotional Artwork for [Control : Override] on: December 27, 2020, 11:55:42 PM
Hello,
I'm working on a puzzle game called Control : Override  that will release in a few months on steam. I'm looking for an artist to commission A single piece of artwork that can be used in various promotion material for the game(such as steam banner art). EX:





These two use the same artwork for Gris, but resized and cut yet still looks appealing. The artwork you provide will need to work for various image sizes(in landscape and portrait ratio).

Additionally, the art will also need to consider logo position in these various resolutions. If you look at the Gris images, you'll see that a portion of the image is designed to make logo easily visible.

You will not have to design the logo. But I would expect you to provide the PSD files to make it easier to edit.

I will also provide a rough sketch for what I'd like it to look like. But you will be free to draw something different if you think that's better.

Quality wise I'm looking at something comparable to:

But consistent with my game's artstyle.

As for price, I'll be upfront. I believe in compensating people for their work. However, I'm from a third world country. I cannot match the rates of most artists. And the game itself is made on 0 budget.

However, I'd like to point out that this artwork will essentially be the first thing players most will see before even clicking to see the screenshots. Your art will be the one in every youtube thumbnail. Even on a small game like this, you will get some visibility.

Additionally, I will also put your name in the game credits and retweet this artwork to my measly amount of twitter followers(whatever that's worth). You will also get some Keys to gift to your friends when the game comes out.

I will also prioritize you for future work when possible. I'm already planning to release 2 games next year.

I hope this is the start of a long and fruitful collaboration. PM me and we can discuss the details.
3  Jobs / Offering Paid Work / [Paid] Looking for composer/ sound designer for a small scoped puzzle game. on: September 16, 2020, 02:36:05 AM
Hello. I'm B-DeshiDev and I'm making Control : Override.
It's a simple puzzle game with small scope. It'll be released Q1 next year when my exams are done and there will be a demo next month. My goal is to expand a jam game into one that I can put in my portfolio.

I need someone to handle the audio. I need:
  • 1-2 looping BGMs for the puzzle solving sections.
  • A looping BGM for the story sections/scenes.
  • BGM for the level select/ lore codex screen.
  • New trailer music similar to the current one. However, the trailer is synced. Syncing the beats makes the first part of the video drag. Something that picks up faster would be necessary.

The style of audio should be like the trailer music in the steam page. Something cyberpunk/ synth-ish.
1 & 2  needs to be done by the end of this month.

SFX(if you want to tackle it):
  • 1. Robotic beeps and boops for the AI when s/he talks.
  • 2. Some sort of VHS tape sound when the player rewinds moves.

I mentioned that this is a paid gig. However, looking at typical composer pricing ranges, I realize that the usual rate is too high for me to pay. I understand that if you consider minimum wage in western countries, most composers are not asking for much. However, as someone from a 3rd world country, even that is too costly. Realistically, I do not expect this game to make for than a few hundred bucks. So please consider my situation when discussing the pricing.

You can also opt for a Rev Share. But, as I said, the game likely won't make that much money and a flat payout might work out better for you.

Obviously, I will also prioritize you for future games and game jam collaborations. Consider that a bonus if you will.

You can retain the rights to reuse the music for other games, put it in your portfolio, sell the OST etc. But streamers should not be getting any copyright strikes in their streams. I should also be have the license to use the music assets in promotional material.

You can play the post-jam version here to get a feel for the game.

That's all. I look forward to working with you.

Edit: Found
4  Jobs / Collaborations / Programmer looking for Modeller/Animator for 3D ARPG on: June 02, 2020, 09:15:03 AM
I've been making games in Unity for a while.
Here is a link to my games:
https://b-deshidev.itch.io/

I'm currently making a 3d ARPG. I need someone to handle the modelling and animation work.

Artstyle wise it will low-poly/stylised(similar to Curse of The Dead Gods).

I’m handling all of the programming. The core combat stuff is already implemented. Gameplay wise, my goal is to have fast paced action gameplay like Hyper Light Drifter mixed with resource management like in Soulslike games.

This is how it looks currently:


For now, I really need someone to model the player and enemies. At least enough to make a proper demo. 2 different models for the player with same rig and animations(story related reasons) and 3 enemy variations. Environment assets are a lower priority right now.

There is also a certain VFX I want to have for the game. It is already implemented with unity shaders but you will need to do some extra texture painting on your end to make it work. Nothing complicated.

You will get a share of any revenue the game makes according to your work.

If you are interested, contact me here or in discord @Wagnerok#3261
5  Community / DevLogs / Re: A Tale of Blood and Cold Steel:metroidvania on: June 28, 2019, 12:40:25 AM
#Week 1 update
Decided to use prime31's controller instead of writing my own. It'll do for now.


Attacking and sheathing also works. No attack gifs for now.


Got the ui portion of the buff system done:

I have a list of active buffs each with it's own timers. For testing purposes I can press a button and it'll charge up the buffs.  I can freely add them to the list and it'll show up in the UI and remove itself when the timer is complete. No buff logic yet, I'll do it when I have implemented damage.

Worked on the blood puddle system. When enemies bleed they will spawn these puddles which dissapear over time if you don't drain them. It's just a simple circle with scaling for now. but later I'd like to add physics and a better gore system.

That's it for this week.

6  Community / DevLogs / A Tale of Blood and Cold Steel:A soulslike metroidvania on: June 28, 2019, 12:09:28 AM
Elevator Pitch
You have a demonic sword that can steal the power of demons. By using demon blood as a catalyst, you can perform demonic techniques that will aid you in combat and exploration. How do you get that blood? By slashing demons until they bleed of course.

But the sword is only one half of the equation. Once the sword is soaked in blood, you can sheathe it to purify the demonic blood. Purification will give you buffs(such as attack boost,poison resist). These buffs will play a vital role in traversing the various areas. This is also where the metroidvania aspect comes in.The purification mechanic is basically your estus Flask with buffs thrown in.

So the basic gameplay loop is:
Unsheathe sword  ->  Slash Enemy -> Make them bleed -> Drain their blood -> Sheathe sword -> Purify for buffs -> rinse and repeat

The story:
Nothing concrete yet. All I know for certain is that there is a dude with Demonic katana and a sheathe that can purify demon blood. I'll be focusing on gameplay first and derive the story from that.

Why I'm making this:
I have a bad habit of abandoning prototypes once I am bored with it. That's why I don't have much to show outside of my gamejam projects. I'm making this devlog to document my process and ensure that  I always have a reason to keep working.

Devlog schedule:
I have classes from Saturday to Wednesday. I'll be doing most of my work on Thursdays and will be posting the devlogs on Fridays. Since I almost always have to tackle Programming assignments in the weekends, I actually don't get much time to work on the game. So progress will be super slow.


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