Seeking (Relaxed-Paced) Team for PC Survival Game

Discussion in 'Help Wanted (UNPAID AND PROFIT SHARING)' started by Kyle Blackston, Feb 3, 2021.

  1. Kyle Blackston

    Kyle Blackston New Member

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    Coming out of medical hiatus, I'm looking for a small group of one or two team members with programming and/or 3D experience. Primarily, I hope to find a small collection of like-minded individuals who can get along and enjoy developing a game at a hobbyist's pace while getting to know one another. Should the team "click," we can discuss ramping up development to a more professional pace.

    The Project:
    • Survival game based around realistic inventory and object manipulation (something akin to Oblivion's grab function, or for a more modern example, Stranded Deep).
    • NOT zombies, plane crashes, or cannibals.
    • "A dream world for your own cultivation."
    • Inclusion of AI NPCs would be a long-term goal.
    Myself:

    I've been the project manager across a mobile game, two tabletop games of another designer's creation, and was involved with a team until my recent medical hiatus took me off the project. My primary interests are game design, team management, narrative writing, user interface and level design. I can moonlight as a sprite artist and composer.

    Expectations:

    I'm more than willing to work with young or inexperienced team members, so long as we can all get along and work through whatever struggles we may come across. An hour or two a day, every other day or more, would be the expected time investment. Enough to keep things going at a measured pace, but not overbearing. As for finances, until the project is released, I anticipate a free and open development build for public testing as soon as there is enough to actually release. Should the project ever reach a for-sale state, or offer any paid items, DLC, etc., an agreement between all parties must be made before such a transition can happen. In order to avoid a common pitfall, all contributors must accept that their work is essentially donated to the project and can continue on through other hands if they no longer wish to remain on the project or are removed from it.

    This is my project, and as such I will be tied to it, but I surrender the right to singly remove any other developer... It will require a majority consensus. If any former developer's work is used in whole or part, their credentials will still be attached to said work, though they may or may not receive royalties from it.
     
    SnappleFish likes this.
  2. Rauchbier

    Rauchbier New Member

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    Hello, I am a fairly new programmer with a basic knowledge of JS and pretty good grasp of Java and willingness to try to expand to other languages. I have a full time job, but would like to get with a team to do a nice hobby pace project.

    My email is Rauchbier2021@yahoo.com if you are willing to let me tag along and contribute what I can.
     
  3. Kyle Blackston

    Kyle Blackston New Member

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    Responding currently. :)
     
  4. DaanMoerkens

    DaanMoerkens New Member

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    Hello hello!

    This might not be what you need right now at this moment, but maybe in the future I might be able help you out.

    Good to mention, I am purely responding because I love the genre haha!

    I run a company called OmniSound (omnisound.eu), where we do composition, sounddesign and (middleware) implementation. If needed, contact us any time! We are open to joint ventures.

    Good luck! Will play, this is my kind of thing haha!

    All the best,

    Daan Moerkens
     
  5. Kyle Blackston

    Kyle Blackston New Member

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    I think the biggest question is if you would be interesting in working on the project even if the ultimate project remains freely distributed without paid DLC? That is a true option right now, while I do some networking and get to know some people. As it is, this is a learning and hobby project for people new to the profession; I've had a mobile app and a couple of board games I worked on under my belt, but as I am coming out of a medical fiasco, I don't intend on having a nose-to-the-grindstone, we need to make some money mindset. I've long been a fan of donationware business models for hobby games, and I wouldn't mind having a side-project like that to just enjoy in my off time.

    If you'd like to work on something like that, simply to enjoy yourself while composing, by all means I'd love to chat. If you're really looking for a potential business-oriented investment though, that may only come up months or years later, if at all. Some disclosure, I developed narcolepsy, and so relative stress levels can cause pretty severe symptoms. While I work myself up through recovery, I fully intend on maintaining a relaxed pace for development. Test the waters and rebuild my stamina for this kind of work. Once I decide to add in money, everything changes. I know that and I'm guessing you do too lol.
     
  6. Kyle Blackston

    Kyle Blackston New Member

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    Project Update 1:
    I've welcomed Rauchbier to the project, and we've been discussing development for several days now. We did some back-and-forth about keeping a 3D survival game vs. potentially a 2D retro-pixel version, and decided to continue forward with a 3D design that will focus heavily on a unique and complex object manipulation system. Currently Rauchbier is exploring Unity's potential as our game engine of choice. Only having my mouse and keyboard to mimic the feel it might have in-game, I believe the complexities will not sacrifice fluid gameplay, and feel very satisfying. We'll know for sure once we have the core mechanics coded and can experiment with it in a game environment.

    Still Looking For: Concept Artists, 3D Modelers/Animators, and additional Programmers.
     
    Rauchbier likes this.
  7. Kyle Blackston

    Kyle Blackston New Member

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    Project Update 2:
    SnappleFish has joined the project as linguistic specialist for our eventual addition of NPCs. Not much for them to do currently, but their interest and expertise is quite welcome. :) Meanwhile, Rauchbier continues to work on object manipulation, including object weight physics and how that affects the characters. More information coming on that once we reach the point video and more foundational content is possible. I've continued to design the game's backstory and introduction, including character/world gen properties. The game's inventory is fleshed out, and ready for implementation after object manipulation is handled properly. I've dipped some into the crafting mechanics, at least theoretical ones, but that's on the horizon for once I'm done with the introduction elements.

    Rauchbier and I have decided to maintain this project open source, though until the particulars are hammered out and we have enough to release publicly, the code and assets will not be released. After several discussions, the relaxed legal hurdles and lack of profit-pushing will help us maintain a relaxed, enjoyable experience for ourselves and any other potential contributors. Also, I have always appreciated developers who not only allow modding communities to grow from their products, but enable them. I'm a huge fan of Bethesda's games, and games like 7 Days to Die and Space Engineers. Once Bethesda tried to capitalize on their modding community's work, it created an enormous backlash... 7Days and SE are two games I feel that are only really satisfying after adding mods to them, yet both developers continually restrict and/or disrespect their mod communities.

    I've long held an idea, which may seem a bit socialist at first (though I would disagree), where a game project is developed open source with modders essentially being content contributors of mostly equal standing. Zero paid content, 100% donationware. As part of this project's development, I'll be putting together a website with content creator pages, where each creator's additions are documented (links, if they're separate downloads) and donation options (PayPal, Patreon, etc.) are readily available. As these donations are direct, absolutely none of the proceeds would ever touch my or any other developer's hands--only the content creator. To address this segment from my first post:

    "In order to avoid a common pitfall, all contributors must accept that their work is essentially donated to the project and can continue on through other hands if they no longer wish to remain on the project or are removed from it.

    This is my project, and as such I will be tied to it, but I surrender the right to singly remove any other developer... It will require a majority consensus. If any former developer's work is used in whole or part, their credentials will still be attached to said work, though they may or may not receive royalties from it.
    "

    This entire section will be revamped to fit the new model, maintaining that I will still keep direct ownership of the project's IP: story or locational elements, proper persons, etc.; all content created and uploaded by I or other persons will grant the use of whatever code to anyone else in the project, but never control, ownership, or permissions for any non-code IP. Such code may be adapted by any other contributor, and saved with the project regardless of if the contributor is still actively developing anything. I've got some work to do figuring out the licensing particulars, and will seek proper legal counsel before setting anything in stone, but this is the direction we're going.

    Still Looking For: Concept Artists, 3D Modelers/Animators, and additional Programmers.
     

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