Job Offerings | |
![]() |
![]() |
![]() ![]() |
Author | Message |
cupertino
Seaman ![]() Joined: 05 September 2011 Online Status: Offline Posts: 5 |
![]() ![]() ![]() Posted: 13 January 2015 at 6:24am |
Experienced programmer looking to collaborate with a proven 2D sprite artist to make a NES style action platformer along the lines of Battle Kid and Megaman 1&2.
Game engine already under-way but need to secure a collaborative partnership before continuing. Will be developed for release on PC\MAC & Linux, no reason it cannot be ported to Mobile platforms at a later date. My work Best I can do in the art department is basic 8x8 sprites that I up-scale as seen in most of my recent releases. Most recent; Treasure Traps Perry Penguin Dice Master Santas workshop WIP & Abandoned; Quak remake Kiwi (platformer) YOUTUBE Older games; Santas workshop (Desktop version - not released) YOUTUBE Stones of Egypt Tweakie Tweak YOUTUBE More... Any money to be made? I have no upfront plans to sell the game though if it proves good enough that could be a possibility via Steam green-light, please assume this will be a freeware release. The game play I'll admit it has yet to have a story or a lot of the mechanics locked down, this will happen more during development as the game develops and the visual look develops. Will it have ladders? moving platforms? bottomless pit? what weapons if any does the player have? all these are yet to be decided. I don't want to try and be special or unique I want to create a fun, solid action platformer that harks back to the NES era. Currently the design goes along the lines of single screen levels that all link together, all can be freely navigated by the player almost like a maze. The player needs to navigate these screens avoiding enemies and hazards while picking up items and fighting bosses to progress. I am currently writing up the game design document that should give a good idea to the amount of work involved, I hope to complete that this weekend. The gfx design In terms of assets I would suspect the majority of tiles and sprites will need to be 24x24 or 32x32 in scale, this will need some testing to see what looks best at various resolutions. No limit on colour palette, engine can render alpha channels and do full sprite rotation and scaling. Levels are all built from tiles for foreground and background, characters typically are the same size as a tile with the exception of bosses. All built in a custom level editor. Responsibilities Although this will be a collaboration I have the final say in what goes into the game in terms of mechanics, story and design, though I wont reject any ideas or critique brought up, I will need my decisions questioned and a conflicting opinion in my ear. I wont just be requesting x,y & z from you while excluding you from the development and decision process. You'll retain all rights to your work, for use in other projects even if our game is complete and out there being played. If we decide to sell the game this point might require discussion. Interested If your serious and have a solid portfolio you can show please be in touch at hey@moarlasers.com or leave your details and links here. I would like to see character animations, tile sets and UI elements. Thanks for you time, David. |
|
![]() |
|
![]() ![]() |
||
Forum Jump |
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot delete your posts in this forum You cannot edit your posts in this forum You cannot create polls in this forum You cannot vote in polls in this forum |