- Mar 26, 2020
- 14
- 12
So, about a year ago, me, a writer, and an illustrator started work on this concept of a game in Unity. A blend of a roguelike, a city builder, and a simulation visual novel. A bit of slay the spire, darkest dungeon, persona, with a sprinkle of city management akin to something like Heroes of Might and Magic. It got a bit of buzz going around, picked up some traction, and despite some personal health struggles, we managed to get into contact with a publisher and acquire funding as well as developmental assistance for the project. Since then, we've managed to produce some fantastic art, assets, and other materials for the game, as well as a strong early tech demo recently.
The game takes a lot of inspiration in terms of design from traditional board games. Flesh and Blood, Arkham, Dominion, as well as some of their digital successors that smooth out the kinks. The focus is around a single player experience that blends tabletop styled simulation, roguelike combat, and a degree of visual novel styled dialogue or conversation, all centered around a set of card based mechanics and a late medieval, age of exploration dark fantasy flavor. We've been working on it in earnest for perhaps about 4 months now, with a lot of planning beforehand, and now switching gears into asset production. Our coding is very meticulous - we've made sure to document all the code, the functionalities, with about 40 or so pages of manual explaining how the card game architecture works to make reference and onboarding simpler. Taking our time to be as professional and stable with our project as possible.
However, we've still managed to hit some snags despite all of our progress. Most notably, recently one of our coders left, who was a significant part of the project, due to economic strains in Russia. He did manage to leave on good terms, and will stay for a while to help onboard any new team members, as well as leaving behind a slew of documentation on the code itself, but nonetheless we're in need of other coders to take his place and help develop the project further. This is a good time in the schedule though, as we had just finished a sprint in and this is a chance to review and plan, so a good chance to onboard new members while we review existing code anyways.
If you're interested in working with talented artists, writers, other coders, on a project with a strong foundation, solid codebase, and corporate backing, please let me know.
These are the skills we're interested in.
- Unity experience
- Experience with scriptable objects
- Experience with lighting systems and Unity VFX/animation/shader graphs
- at least 10 hours a week of free time
Compensation can be negotiated, but we can discuss a revenue split, hourly pay, or a mixture of both.
Please leave me a message here, or you can feel free to contact me at E-kon#6962 on Discord if you would like.
You can also check our our most recent tech demo here, with fully functional combat, roguelike map generation, dialogue, and inventory systems
Thanks for reading.
E-Kon
The game takes a lot of inspiration in terms of design from traditional board games. Flesh and Blood, Arkham, Dominion, as well as some of their digital successors that smooth out the kinks. The focus is around a single player experience that blends tabletop styled simulation, roguelike combat, and a degree of visual novel styled dialogue or conversation, all centered around a set of card based mechanics and a late medieval, age of exploration dark fantasy flavor. We've been working on it in earnest for perhaps about 4 months now, with a lot of planning beforehand, and now switching gears into asset production. Our coding is very meticulous - we've made sure to document all the code, the functionalities, with about 40 or so pages of manual explaining how the card game architecture works to make reference and onboarding simpler. Taking our time to be as professional and stable with our project as possible.
However, we've still managed to hit some snags despite all of our progress. Most notably, recently one of our coders left, who was a significant part of the project, due to economic strains in Russia. He did manage to leave on good terms, and will stay for a while to help onboard any new team members, as well as leaving behind a slew of documentation on the code itself, but nonetheless we're in need of other coders to take his place and help develop the project further. This is a good time in the schedule though, as we had just finished a sprint in and this is a chance to review and plan, so a good chance to onboard new members while we review existing code anyways.
If you're interested in working with talented artists, writers, other coders, on a project with a strong foundation, solid codebase, and corporate backing, please let me know.
These are the skills we're interested in.
- Unity experience
- Experience with scriptable objects
- Experience with lighting systems and Unity VFX/animation/shader graphs
- at least 10 hours a week of free time
Compensation can be negotiated, but we can discuss a revenue split, hourly pay, or a mixture of both.
Please leave me a message here, or you can feel free to contact me at E-kon#6962 on Discord if you would like.
You can also check our our most recent tech demo here, with fully functional combat, roguelike map generation, dialogue, and inventory systems
You must be registered to see the links
Thanks for reading.
E-Kon