Quantcast
Channel: GameDev.net
Viewing all articles
Browse latest Browse all 17825

[Demo included] Looking for pixel artist partner for a 2D action RPG

$
0
0
Hello, I am a lone programmer looking for a pixel artist for a 2D action RPG (more like some RPG elements) inspired by games like Dark Souls (but still with original ideas and game mechanics). The game will revolve around an engaging combat-system, environmental story telling, a few characters who in turn has great depth and personality (they will have personal goals that are more important to them than their usefulness to the player). I haven't decided on the rest as I want us to design the game together. In this project, you will play as much a role in decision-making as I will and you will receive 50% of any potential profits. I was thinking of making a Kickstarter, but that depends on your opinion and financial situation. Now, I cannot stress this point enough, we will be partners. I'm not just looking for someone to do what I tell them, I want your opinion ideas and I want to have discussions about the game. All I have right now is the concept and my engine and skill set. The setting, story, and lore of the game are still to be decided as well as a ton more. I do have an idea for a game mechanic, which involves a handful of weapons to change between instantly much like in an FPS you change between weapons with the 0-9 digits on your keyboard. These weapons can be combined to defeat enemies and unlock different parts of the game. But that's just a possible idea, it depends on your opinion. I have made an engine for this game on top of the MonoGame framework using the programming language C# that I have a lot of experience with. I have also created a small example level of what we could make with the engine using art from the game "Chasm". We can easily place tiles and colliders using the tile map editor "Tiled" The Tiled files will be imported to Unity where you can place enemies as well as backgrounds, objects and generally sprites not limited to a tile size (I'm pretty sure Unity also allows import of photoshop files). When saving the scene it will produce a small .level file containing only the data we need from the Unity scene (I have complete control of the content of these files). These files can be placed in the MonoGame folder to allow the game to load them and use them. As for animations, I have made an animation editor for Unity that allows you to select a sprite, a delay until next frame, and colliders for each frame. When saving the scene all animations will be saved to a single .anim file that can be placed in the MonoGame folder to allow the game to read the animations. Don't worry if this all seems overwhelming, I will explain in further detail and guide you through it if you decide to partner up with me. If you want to focus mainly on the pixel art that's fine too. Generally, I understand that you need to eat and since you won't get paid at least until a potential Kickstarter I realize you probably have a job, or school to think of besides this just like me, so I don't expect you to work full time, or even as much as I do. Later on, I can even make tools for you if you have any requests. We will share the animation editor and level editor over Unity collaboration and communicate over Slack unless you have any other preference. Although I do prefer communication in text form since it allows me to express myself concisely, not have to think about my surroundings, think about what I will reply and read previous conversations. Now as promised from the title here is the demonstration of the engine and results of the tools as well as a demonstration of my capabilities. I do not own any of the art and nothing is final in terms of gameplay and the art will not appear in the final product of course. You only have one attack in the demo and I have disabled the stamina system since I'm not sure if we should have that in the game. The enemies are too aggressive since they have no attack cooldown they keep swiping at you (not really an example of the engaging combat-system I was talking about, would be nice with some more moves for both the player and enemies). The cave troll has an exploit where you can just stand inside of it and it can't hit you, this problem which is mainly for large enemies could be solved by extending the attack collider, or adding some kind of AOE attack when the player gets too close like a slam attack. Also, the cave troll has no walking animation. The UI is really barebone and really just placeholder, but it gets the job done. You can open up the menu with "Escape" or "Start" on the controller and set stuff like keybindings and even sound effect and music volume (even though there is no sound or music yet). We are going to need a sound designer in the near future. You can reload the level with the "R" key on the keyboard. You can fall through platforms by jumping while crouching. You can push the explosive crates around and drop them on enemies for massive damage. They also explode when hit with a weapon. The red lines are the colliders, the gray lines are the colliders bounding boxes. I have attached the demo to this post, but the demo can also be downloaded here: https://www.dropbox.com/sh/pweivx9fdo96wb7/AAA9XvuYOW3to1bBXHjOzNRfa?dl=0 The idea was to get this game through Steam Direct and sell it for something like 10$. I will, of course, pay the fee for entry. This isn't a get rich quick scheme, I just want to create a game that I can be proud of and would play myself and it will require the same kind of hard work that I have done to get here in the first place. I will not give up as long as there is hope for the project. If this peaked your interest and/or you have any questions you can contact me on my email: martinmaxdd@gmail.com Thank you for reading this Game.zip

Viewing all articles
Browse latest Browse all 17825

Trending Articles



<script src="https://jsc.adskeeper.com/r/s/rssing.com.1596347.js" async> </script>