sure, sry just saw it, idk why itch just told me this
Maxy
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各位游戏开发同好, 本人想做一款以重装上阵 “自由组装 + 竞技对战” 为核心玩法的原创游戏,核心复刻组装创造、载具对战的趣味体验,同时做差异化创新,现诚心招募志同道合的开发伙伴,一起把想法落地成好玩的作品!
关于项目
✅ 核心玩法:参考重装上阵的自由组装、载具搭建,搭配原创的对战模式 / 关卡设计,做差异化创新
✅ 开发定位:非快餐式项目,佛系开发不内卷,优先保证开发体验,稳步推进版本迭代
✅ 合作形式:线上远程组队,无薪资(纯兴趣共创),后期若有商业化可能,按贡献分配权益
✅ 目标方向:先做可玩 demo,后续视情况发布到 Steam / 手游平台,主打小众精品、玩法至上
招募岗位 & 基础要求
🔧 程序开发(1-2 人)
- 会 Unity/Unreal 任一引擎,能独立完成核心玩法开发(如物体组装、物理碰撞、对战逻辑)
- 有 C#/C++ 基础,懂 UGUI/UI 搭建、简单物理系统优先,新手有学习热情也可
- 能按时完成分配的开发任务,会基础的版本管理(Git)更佳
🎨 美术设计(1-2 人)
- 负责游戏内载具部件、角色、场景、UI 等美术资源制作,风格偏向科幻 / 卡通 / 简约均可(后期统一)
- 会 PS/Blender/MD 等设计软件,能画 2D 原画 / 做 3D 低模优先,接受手绘 / 像素风等不同风格
- 有原创设计能力,能配合玩法调整美术资源,不要求极致精度,重点是适配游戏体验
📋 游戏策划(1 人)
- 负责玩法设计、数值平衡、关卡策划、对战规则制定,懂重装上阵玩法者优先
- 能写清晰的策划文档,有脑洞、善思考,能和程序 / 美术高效沟通,落地玩法细节
- 对组装竞技类游戏有理解,能提出差异化的创新想法(如独特的组装规则、趣味对战模式)
我们希望你
- 真心喜欢组装 / 竞技类游戏,对项目有热情,不半途而废,能保证一定的开发时间(学生党 / 上班族均可,每周有固定时间推进即可)
- 善于沟通,线上团队能及时同步进度、交流问题,不独断,尊重彼此的想法
- 接受新手 / 半新手,只要有学习意愿、肯配合,零基础也可以一起摸索进步
- 认可 “原创为主,参考为辅”,不做照搬复刻,注重游戏的差异化和趣味性
联系方式
有意向的小伙伴可以直接私信我(Q:3478124403),备注「重装衍生游戏 + 岗位」,简单介绍下自己的擅长技能、可用时间、过往作品 / 练习案例(无作品也可说说对游戏的想法)~
也欢迎大家带想法来交流,哪怕暂时不加入,提提建议也非常感谢!期待和各位一起,做出一款属于我们的组装竞技好游戏~
小补充
如果是学生党 / 新人开发者也完全欢迎,这个项目主打兴趣共创,大家一起学习、一起打磨作品,不用有压力,重点是开心开发、做出自己喜欢的东西~
另外本帖子完全用中文写,也是希望能找到同中文母语者的开发者一起合作开发。
ths for playing! Yes, the generation of enemies and terrain is completely random, but the generation of terrain follows segmented random generation, while the generation of enemies is completely random. However, enemies always tend to be generated in a dispersed manner, which leads to this situation. However, since the terrain only follows segmented random generation and does not include other generation rules (except for the area around the entrance, which is always a flat floor), it may generate some encirclement circles to trap players. Therefore, we set the player's Dash to be able to penetrate enemies and bullets, and players can use the Dash to avoid some obstacles and bad situations.
thx! Among the three types of card bullets, one has no damage, one has the same damage as regular bullets, and another doubles the damage with each rebound. Therefore, sometimes players may feel that card bullets seem to have no damage issues. Actually, at the beginning, I hoped that the basic damage of any card bullet should be higher than that of a regular bullet, but others didn't think so, so we changed it to that card bullets may not necessarily have higher damage than regular bullets. Regarding the issue of movement mechanism, it is true that we initially only set the sprint distance to allow the player to cross a hole, so the distance was not far. I initially set the player's movement speed very high, but later found that the map itself was relatively small, so I decided to lower the movement speed a bit. Anyway, thank you for your suggestion :))
thx for playing :) and yes, dash actually is a little short, we talk about that before, its because at the beginning, dash is just for cross the holes, so dash distance is short due to suit for hole size. And about enemy, we designed them like ghosts, so they cca through walls and holes, so sometimes if they died in holes or walls, u cant pick up the cards, i think thats a problem, if we decide to keep developing it, then i will tey to fix it :))





