Hi, I am sitting on literally the same problem, but for a slightly different game. The realization that helped me the most is: the environment and paths need to reflect how we guide the player's attention, the state of the plot, the options. Especially if you feature counter types: where your player is now will impact their immediate future if monster types are connected to enviro. It's mostly a matter of sitting down with the plot and progression more thoroughly.
ButterybreadHorseman
Recent community posts
Hi! I am making a game, grand strategy rpg.
I am more or less secured on the programming side (unity, btw it's interesting how it's quite easy to find disciplined programmers, but anything art related is either very expensive or crawling-pace), I am mostly commissioning assets, so I won't be stuck missing 75% of the project.
I want to wrap everything up in 18 months and I could sure use some help here and there, since pushing everything all at once is quite time consuming... Feel free to chat me up on discord so I can send you some materials and we can figure out if and how you want to help:
kalamarzzet_18326
Which are you offering:
-fund injection in exchange for shares, if so what range;
-commercial aid in exchange for shares;
?
I think so far you are not getting much traction because such posts look very much like source code grab scam. I have something with a further completion date (18months) that potentially can be made quicker if some funds are splashed on it. At this stage I can also give you co-production backseat if you want.
Hi, I am more interested in terms of hobby convo and knowing about the project, I have enough on my own plate so treat me more as a potential player who just happens to be interested in your title. What is the biggest scale in a single match you foresee? What strategic features/systems do you implement (the "build an army ball and attack enemy" pattern exhausts pretty quick)?
Hello Again :),
I thought to supplement my production pipeline with another 3D model maker - animator.
I am open to paying for the models (colored and animated, not just rigged). The assets are planned for varianting, so 1 basic model often becomes 3-6 variants with different colors and minor details, they average at about 4 per set. Animations are mostly quite basic, mostly shared across variants. I mean the animations contained in the fbx, the in-engine part (unity) we do on our own.
My offer is 40usd per set, paid through PayPal.
The scope is about 50 sets over about 15months paid after each of the batches are completed. Reach out for more detail on my
Discord: kalamarzzet_18326
Good luck in your projects guys!
Man, it looks like you are outsourcing the most fun part of your game? I have my own project to work on, and have little know how on UE, but I am open to a discussion (don't need money) to help you lay out the right system. You need to start with some other questions first though. For instance: fighting games tend to be tuned around the baseline fastest attack (see Tekken 8frame punch), but this is a "fair" PvP game. The principle stays though: what should be the fastest attack and at whose disposal should it remain? When do you want the player to be hit? What about concurring attacks? It all starts with the design philosophy. The combat itself can be satisfying on 2 levels:
- learning and pattern recognition (letting the player learn the rhythm of the game, extend and interpolate the patterns);
-visual and audio feedback ("juicy" animations);
Mind you there are aspects that tie these together, so for instance if your background or music play a certain frequency, then the pattern recognition extends to those media.
Hi Phillip! My thread: https://itch.io/t/5655000/revshare-hello-to-all-creative-types please check it out :). I also sent a discord invite. I already have a team, but I am still filling some spots :). If you accept the invite I will send you some docs, so you can get familiar and decide. We are using unity, primary publishing is for windows, we'll see what's next.
This is the thread where I recruit people to my project, so far with good results, yet you have to spend some time to actually know who will stay, as is with indie teams :v. Mind you this is full on revshare, I don't have a paid dev position to offer :(. If you want to explore the project, then I can send you some stuff and we can divide the development between our current dev and you, I would do less dev then, mostly architeture, design, coordination and trailblazing.
Hi, revshare=revenue sharing, which means that when the game is launched and hopefully there are some sales- we share the profit accordingly among teammembers. If you are into writing (mindful of the overall game design), then feel invited, but I don't have a budget to allocate on writing from my own pocket. The overall timeline is about 18months, might start kickstarter in about 3months.
Hi, the frustrating part is not necessarily that you can't get to use the engine, it is the lack of agency. You have ideas, you want your creative spirit unleashed, but don't have the drive to get past this obstacle alone. While I am working on something you didn't mention it doesn't mean that you won't like it once you get to know it, and there is some room left :) you can either get a supportive environment for working in unity, or you can explore other areas https://itch.io/t/5655000/revshare-hello-to-all-creative-types lemme know in case you are interested :)
Hi, I have this https://itch.io/t/5655000/revshare-hello-to-all-creative-types depending on what you mean by "learn" and how much time you can commit I could have something for you :).
Haha :D good one. It's interesting, since I am currently commissioning 3D assets (paying), it is a reliable and steady flow, and the assets are good quality. I have a budget, if you can deliver more within that, then you have yourself a place and your 180 usd/month is well within reach (though not paid upfront). On the upside if you are some exceptional phenomenon of nature and do 10months of work in 2 I can send you 1800, I am fair. Send your discord so we can compare and see if we can commit. As for the programming side: I am using unity, I know about systems, architecture, have my designs and algos, just not implemented yet, or implemented in other projects. I can use any time someone can give, but with programming and project admin- it is easy to get your whole project stolen... Programming in indies tends to conversely be the most accessible thing in terms of HR. That's not to say it's a closed door, but not my first priority either.
Hi All!
I am making a fantasy grand-strategy-rpg. This is essentially an open invitation for all types of creators, who would like to tag along :) as long as they have the will to follow-through!
What I already have:
-source of 2D and 3D assets, mix of self-made and commissioned, this won't be a blocker but if someone has some low polys to commit that would be cool :);
-drafts and implementations of systems, algorythms, the programming skeleton;
-go to market strategy;
-some ready scenes;
This will get finished one way or another, but if I can have people work with me we will be done quicker, and possibly with a better result! Whether you want to do creative writing, programming, art, level design, animation, what have you- if it fits the project there is space and there are shares to take :). My only requirements are: we commit work made with heart and we work to completion.
Hi! In indies the founding person is mostly a programmer themselves, then programmers are the easiest to find and often contribute for shares. It's also a longterm part, not a gig, unless you are doing something super small. Artists (pixel, concept, 3d etc) are the most sought after, then music, but also much less. If you want a programming job- consider commercial offers in web development or a career in engineering. If you want money from gamedev- specialize in graphic assets. If you want programming games- make your own or tag into some team (I can give you a share, but after kickstarter/launch). If you are really hardstuck on the idea- portfolio+promoting should get you something eventually.
Hi! I am sourcing assets myself (paid and self made), so I wouldn't burden you with that, but given the amount of work a game needs I could surely need some help putting it together! I am working on a grand-strategy-rpg, but here's the catch: I need to finish it, so potentially this would be engaging for a longer timeframe. Beyond a few core concepts I am open to contributions, so if you have some ideas you want to fulfill we can put them in if they fit the design.
Hi! I have assembled a small team [3] and we are launching a new project. We don't have a composer, the music I had in mind was something closer to Final Fantasy Tactics, Brigandine, Fire Emblem (the newer ones), Wild Arms etc. as well as some more pensive and whimsical pieces. Some more detail is here (don't mind the hater :D ) :
https://itch.io/t/4542360/art-looking-for-collaborators-to-form-new-project
In case you would be interested feel free to mail me or give some contact. If you need exposition: we will be publishing updates and a devblog etc as we hit milestones
in the project so we can mention you as soon as then plus credits or whatever you feel you need to progress. That plus profit sharing as sales go, but be aware of the timeline and of the indie-market properties :).
Hot tip: don't mention you are desperate, it lowers your perceived worth and ruins your negotiation power. There are all sorts in the internet.
All the best!
I didn't say it's nothing, I said this amount doesn't impress an adult. Why? Because as an adult I pay several times this in income tax, then several times this in running utilities, several times this food and provisions for the family and so on, every year. I own a flat,
land and a car which are also worth far more than this. Could I afford to throw it away? Could I work for this much per quarter? No, not sustatinable. Here is maybe a perspective you cannot relate to: the primary motivation for me is creation and development, learning new things, making friends and making something fulfilling. Seeing fantasy come to life. If the team want to make a sharing plan where below 5000USD they split all minus my expenses (publishing fees I have to pay to platforms etc), but above that amount I get a higher share- that's cool and they can actually read this and request this. I am motivated to finish and as part of plan I made milestones to publish things, but I am not going to engage in contact with you because it is not a fruitful endeavour. I am replying in this thread because you are polluting this post
and community, and it needs to be sanitized :).
You have a problem with yourself, quite clearly. I mean in real life, it shows. Look for help. Some people can't sit down and make a game all day because they have this thing called responsibilities, which is why even a simple game can take a year
or more to be made- I don't always have time and I don't expect collaborators to have it either. Good to mention is that you say about commitment- yes I am committed to finish. Talk to some people how many unfinished projects they have and maybe your mind will open. Somehow most of people here understand that substantial money for making games is not a given. Average earnings for indies is way below 5000 USD, if you are an adult that money doesn't impress you at all. Most indies don't ever make 1/10th of this. This is the plain truth. I said this numerous times: people on the project can alter it's meaning and develop their own ideas with my help, hardly slavery. As a matter of fact I already do have a sufficient team by now and all further additions I would discuss with them. I am only replying to your toxic outburst, so that newcomers potentially looking to assemble a team are not discouraged to make their own post after reading your not-edgy-at-all comments.
FYI aside from having a normal job I also have an orchard where if I need someone to do exactly as I say- I pay them. Here, I don't pay upfront because people do what we t o g e t h e r establish is the right thing and intend to share the profit, however big or small. What I posted is a concept, a framework, an entry plan.
How kind and constructive! Do you know the average amount an indie makes or the dominant value? You know many of them, when they start, they think they will make millions, but they never get a penny? They can still enjoy it or do it for the fun of it, nothing wrong with that. Little fun fact: in my dayjob I actually bring a corporate SaaS to fulfilment and it does in fact make millions, just for a corporation, so I probably know more about commercialization than most others in here and I don't pick on anyone.
And yes, I do have a bring to market plan and experience, so the possibility of actually owning a share of something that has commercial value is relatively high.
You know what collaboration is? It's when I invite someone to the project not to do my bidding, but to fulfill their ideas and bring their art to life. It's a matter of getting in tune with the collaborators.
Better yet: most indies don't finish their project because it tends to be too much for one person, so by collaborating (co-working if the other word is too hard for you) they get to see their part delivered. Did you notice half of the posts have [REVSHARE] in the subject which means essentially THE SAME or less than what I offered? Because normal rev sharing means also cost sharing, when I said I cover distribution and marketing costs, probably some asset and subscription costs too.
At the same time, while a person helps me with my project and brings part of their fantasy to life as well (the one I code to existence), they can get programming experience and project management experience relevant to normal jobs, you know, the ones that pay actual money that 95% of indies don't, ever do. So, I end up paying to bring to market a collective effort and but share the earnings. I take the risk and I come from a position where I expect to do the most work myself, while giving opportunity to fulfil own ideas and access anything in the project.
Now, either explain how exactly this is exploitation or use this opportunity to reform :).
Hi
Feel free to check out my post https://itch.io/t/4542360/art-looking-for-collaborators-to-form-new-project
I seem to have gained the attention of an artist and a programmer already, but with the amount of art we need
I think we could use another, plus a quicker shipping date. If you think you would be interested you can find my mail in one of the comments there, so reach out and I will forward you some related files to get a better feel of it and a more thorough description.