SECTOR 2D Arena brawler

by Sector

    Art and animations almost done. Programming nearly there, need networking and others to finish.

    SECTOR 2D Arena brawler

    Paralysis Is a competitive 2D multiplayer brawler that will be made in unity.

    For comparison, think of Brawlhalla with an adaptation of League of Legend and World of Warcraft fighting mechanics.

    There are 5 classes to choose from. Each with 5 unique abilities and 2 trinkets (Any class can equip any trinket. Each trinket will add a useful ability to your character.)

    There will be 1v1, 2v2, and 3v3 matches and potentially more; which will take place on small maps as shown in the screenshots. Player vs AI matches or AI placement in respect to missing players will be cautiously considered and potentially impletemented further in development/testing.

    Player combat-freedom is key. The player should have ability to counter nearly anything dealt by the opponent. The purpose is to lean the fight towards the player processing/reaction timing rather than statistics and gear.

    Paralysis will first be in development for PC with apple mobile/ other products in consideration as needed and considered for further platform expansion in the future.

    My part

    I will act as a Project Manager and 2D artist/animator. I'll be working closely; particularly with the lead programmer, to discuss the programming check-list in order to distribute the workload evenly and accordingly.

    90% of the assets and animations are complete. I have been working solo already for close to two years on and off.

    I will work on new maps, UI design, and adjustments for old images, animations, etc. I will work closely with the programmers to discuss anything that needs to be adjusted and do so accordingly.

    I am currently looking for a strong team of programmers for the technical development of the game. The goal is to catch up to the designs in time, so that hopefully neither side will be waiting on the other.

    I also have similar experience in 3D modelling, rigging, animation, and texturing. So if needed, I will contribute alongside any potential programmer that may be familiar with 3D design. I'll also take care of the graphic & video editing for promotions.

    (Expected) Revenue

    Though the art-style of this project varies in comparison to Brawlhalla, they're still very similar in genre and approach. It the closest example to us help estimate the expected revenue.

    While it's difficult to pinpoint Blue Mammoth's(Brawlhalla) earnings, it can be seen through their recent quote, highlighting their success.

    "Brawlhalla has had over five million players, and is currently the most played fighting game on Steam"

    I can't say I am qualified to make an estimate, but with the right direction we can become a strong competitor. We have an advantage in some areas and our adaptation of combat mechanics is definitely a plus as they've perviously been tested in some of the most accredited games in history.

    Blue Mammoth Games have re-awakened a genre with this game and gathered the interest of a very large crowd. Lucky for us, their interests have been pinned down to a single game due to a shortage in alternatives. We plan to provide that alternative for those and more, with a focus on a fun competitive combat system.

    Risks & challenges

    Unfortunately there wont be payments until we publish. Any funding will be distributed fairly across the team in relation to the work invested; with respect to any unanimous decisions made towards a more strategic goal.

    - Project goals, direction and thoughts-
    Prior to the development, I noticed a lack of content in mobile 2D Brawlers. Understandably, the current few that fall into this category tend to utilize mechanics that revolve around a fair bit of button-mashing. While mobile games cannot be too competitive, we aim to develop something that allows player to fight with a little more strategy. The idea is for each ability to have a meaningful impact, counter, and re-usability in order to provide players with more room for improvement and strategy.
      • Network Programmer

      • 16-32 h.p.w
      Kyle Willett
      2 days ago
      Taken
      Show More

      Function description

      Networking for multiplayer combat. Set up servers, player hostings and more. Flexibility with programming outside of networking as well. Be self driven and dependable.

      Requirements

      Have some experience with networking before. Have appropriate hours available per week to help maintain steady progress.

      Offer

      Revenue relative to the amount of work invested.
      • 2D Unity Level designer

      • 16-32 h.p.w
      Show More

      Function description

      Create interesting and challenging maps from assets. Assemble maps usable in the Unity Engine. Be self driven and dependable.

      Requirements

      Prior experience with level design and the Unity Engine. Ability to create 2D art assets is a plus. Must maintain quality. Have appropriate hours available per week to help maintain steady progress.

      Offer

      Revenue relative to the amount of work invested.
      • Advertising and Media Promoter

      • 16-32 h.p.w
      Show More

      Function description

      Create and manage social media. Provide suggestions and actions towards the benefit of the project. Should have experience with game promotion. Be self driven and dependable.

      Requirements

      Strong media presence is definitely a plus. Prior experience with marketing and promotion. Have appropriate hours available per week to help maintain steady progress.

      Offer

      Revenue relative to the amount of work invested.
      • AI Programmer

      • 8-16 h.p.w
      Show More

      Function description

      Set up AI for single player game modes. Flexibility with programming outside of AI as well. Be self driven and dependable.

      Requirements

      Have prior experience with AI. Have appropriate hours available per week to help maintain steady progress.

      Offer

      Revenue relative to the amount of work invested.
    avatar
    pracalic 1 month ago
    How you would like create multiplayer? You would like have own serwer or you would like use some commercial solution?
    avatar
    Adam Prach 3 weeks ago
    “Revenue relative to the amount of work invested.” This is not very descriptive and sounds as if the revenue split will be relative to whatever you choose. I think jobs should have percentages and if someone ‘invests more work’ that will be because they took on another job increasing their percentage. Anyway I like the character models but what else is done on the game? Is the game already being built by someone and are the knowledgeable and dependable? If I was going to join to do the networking I would use Photon. I would use TCP and RaiseEvent. But I need to feel that the game is in the right hands, if I should be taking on other tasks to ensure they are done properly, what percentage of generated revenue I would receive, what is the planned release date?
    avatar
    Sector 3 weeks ago
    Regarding the Network, Photon has already been implemented to some degree by our lead programmer. Since our lead has no actual prior experience with networking, we are looking for someone that can produce solid results. Regarding project management, I'm project lead/artist/animator. I have done pretty much everything required for the game in terms of design and animation. The base structure of the game is nearly finished and will now only need additional assets to further enrich the content and smooth out any rough edges. I've worked in several medias including web programming, and all kinds of fields in the art department, whether that's 2D/3D art or animation and everything in between. In terms of programming, I have a strong surface understanding of how game programming works. A close relative of mine is a highly experienced app developer with quality experience on the subject. In short, I've had hands-on exposure to nearly all forms of the game development cycle.
    avatar
    Sector 3 weeks ago
    Despite your concern, while it can be further discussed; the revenue will remain based on the amount of work invested. I understand that this is not specific, but nearing the end of the production cycle, the percentages will be fully disclosed and discussed with everyone on the team to make sure everyone receives a percentage that they deserve. And this is also listed on the agreement. There are no non-consensual decision here, we work as a team. This is an indie team and everyone here is juggling multiple jobs within their department and outside their comfort zone. This is not a large company where everything is streamlined. There are limited resources. That's important to consider when applying indie. The release is projected to be ready about five months from now, and shortly we should be ready to begin promoting content. I do appreciate your forward thinking attitude, so if you are still interested, feel free to put in an application or send me an email at Tsotne95@gmail.com.
    avatar
    Brian archer 2 weeks ago
    hi can i do the level desighner

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  • Starting: Dec 08, 2017
  • Expires in: 47 days
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Teamup by

Sector

Bronx, United States
  • Game
  • 2D
  • Programming
  • Unity
  • Network
  • C
  • Multiplayer
  • mobile
  • leveldesign
  • steam
Network Programmer
status: taken
3 requests
2D Unity Level designer
status: available
4 requests
Advertising and Media Promoter
status: available
2 requests
AI Programmer
status: available
2 requests