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[UNPAIDUnityProgrammer] Looking for programmers!

A topic by ashleyy created Aug 16, 2022 Views: 172
Viewing posts 1 to 1

You may've seen me from an art post recently posted as well, I'm looking for programmers for the same anime brawler if anyone is interested. We have a full team (20 members) and need a programmer to work on the gameplay along with animations read.
You're free to use any material you make for the project in your portfolio, and I'll credit you on both game pages in descriptions and link any social media or site you'd like and also the credits! That's very little but it goes so far without budget

The game'll be an action game with quick paced combat, some very small investigation segments along with tasks and side quests around the village and dialogue/cutscenes as you progress through the game.

If you'd be interested leave a comment or DM!

Discord: uuorii#2187

Important Combat DocumentBasic story document if interested



>Here's a longer explanation of the tasks that'll need to be done!

Gameplay
Don't worry about any of the gamepad controls mentioned here, we'll go over them during development! This is just the basic idea
Combat: The fighting mechanics are heavily influenced by games like God Hand and some other action titles, you have two combos, light and heavy for triangle and square, both of these can be charge-able if you hold onto them and the point of combos in this game are every single attack moves so quickly you can chain them into one another, with no build-up animations or end to these combos, only thing stopping you will be an enemy's guard or offense. You have a lock-on system where you have to hold the left trigger, while locked-on you can use evades by moving the left analog stick in left, right and upwards and downwards, this is your tools of defense including the X button which blocks enemies, but if your guard breaks you'll be in for a lot of hits 

Taunt System: The most important part about the combat is this, this is a sort of emotional bar that shows both you and the enemy's condition of states (Fury, lust, grief, fear), you taunt with the d-pad and taunt animations can all be skipped by moving so you can instantly taunt in real time, be it after you attack enemies or when they attack you, you can also respond to taunts as if you won't you'll get into such emotional states. If the player keeps up a stable emotional state they'll be in a state called 'Euphoria', this state is the best the player and the enemy can be in, who has this state has the best guard and also advantage in the battle, the more damage you lose the euphoria state will slowly fade. You can also use ''Inner Voice'' by pressing the select button which uses your euphoria for a state which slows down time and increases your attacks to a very huge extent. 

Story: The story will feature skippable cutscenes and dialogue, the dialogue will be something like Persona 5, with a camera showing models from different angles from time to time. The cutscenes will be fully animated cutscenes with actual cinematography from the animator, both feature high story elements. And from time to time, there'll be small objectives and tasks that can be connected to the story, as little as 'Buy ramen from the convenience store' or some like going over to place from place for story battles and so on, this game won't have any missions or anything other than story, all the gameplay is connected to the story be it bosses or tasks. 

Detective Work: I still haven't planned most of this, but this'll be similar to the story elements that it's not as in-depth or put much into as the things in combat or so, these include investigation, witness questioning and arguments in the end with the possible culprits. The investigations will be exploring the crime scene and collecting clues, including from asking the witnesses. Once you have enough material you'll go up to some witnesses, sometimes all of them at one place, at once, and question them about the scene to gain more information, this is also story based so some elements will be pretty much dialogues again, in the end when you find a suspect you'll start by asking questions again and gradually building up to an argument, eventually winning them over by presenting right evidence and finding holes in their statements. This section needs to be thought over a lil more, and are mostly connected to dialogues and cutscenes

Thank you for reading!