You do not need to do lighting or scripting, that i will do myself. You will be provided detailed descriptions of each map beforehand. Job profile -I need 15-20 parallax maps of different sizes (varying from very small to 2048x2048 pixels maximum size) -The maps need to be provided as GIMP files. I would like to get done sometime this year. I would very much prefer one single designer to do all the maps, so you need some "free" time for the project. Maybe 1-2 special dreamscapes, where you can go wild a bit if you want. This is where you could help out! Your profile -You have experience working with GIMP (or photoshop, and are willing to learn) -You know your way around parallax mapping -You can do a grim, dark map style -Indoor(City, village) as well as outdoor(city / forest / village) maps will be required. Since pictures say more than words, here is an ingame screenshot:Īnd to showcase some basic scripting and lighting: Job offer Since i am only a programmer and a writer, and not a designer, i have run into the limits of my capabilities when it comes to mapping. To be honest: i am doing this because i want to release my own game, not to make money. I do not expect any significant revenues or great popularity, though. Misc How We Die will be a commercial project, and sold on steam. Therefore, the only way i can read maps is through parallax mapping. It does take up much more performance than the RPG maker stuff, though, and of course i do not have a fancy editor / editing tool like RPG maker has. It's using openGL, has a native resolution of 1920x1080, dynamic lighting and weather effects, a physics and particle engine, an AI that can do more than just throw rocks in your directions (takes cover, heals, resupplies, NPc flee or help each other), and since i wrote the whole engine myself, we have basically all the freedom in the world when it comes to scripts. I would dare to say it's significantly more powerful than what RPG maker offers in terms of graphic quality. I am a programmer, and i had 1.5 years of free time, so i wrote my own engine. ![]() Technology Now this is where it gets tricky. None of it is in the game "just because". They usually prompt the player to make decisions, that alter the game progress and finally the game ending. Even though all of these things have a meaning. The only thing that really matters - is how we die." Sensitive Topics The game touches the topics of violence, murder, suicide, has mild sexual topics (but no pornography or such), and bad language. To quote my own script for the game: "It does not matter how we live. Finally, he needs to decide what world he wants to live in, and what he wants for his life. And he starts doubting if what he dreams are only dreams. But gradually, he notices that things from the one world influence the other. Where he can kill bad guys, get the girls and BE SOMEONE. Reluctant at first, he gradually dives into the new, different world, where life is. But one day, right after he falls asleep, a wolf-like creature asks him to join her in a wonderland-esque parallel world. ![]() And he is super unhappy about it, but cannot or doesnt want to change anything. He goes to work everyday, follows orders and lives a pretty normal, boring, pointless life. The main character is a standard, everyday wage slave, working in a big company. Story The game takes place in the modern time. Now let's start with introducing the game: How We Die "How We Die" is a grim and dark urban fantasy RPG. Hello Everyone, i am looking for a parallax mapper to help me with my current indie game project.
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