• Job Offering
  • Looking to put together a team of people to build a game NON PROFIT

Do you love Punk Rock Music?? Do you love Zelda, A link to the past? Want to be a part of building something cool? Do you know Godot? Do you do pixel art? Do you do sound design? Do you do game development? Do you have ideas?

I have ideas and i need a lot of help everywhere from scripting to pixel art to concept design, sprite design. I am an audio engineer, i am learning pixel art and have a character design in mind, I am brand new to Godot and have been following tutorials on youtube but i am finding hitting a ceiling and cannot do this on my own. Basically there is a game that i would love to play that doesn't exist and I would like to do something about that with my limited skills and hopefully some help from a group of people with the same ambitions & different skill sets. Please feel free to add ideas, the creative process is so much better when people bounce ideas off of each other. I am not thinking about marketing or anything like that, I just want to get this thing made so i can play it lol. I am hoping to get some licencing from a few punk music labels to use some of their music in the game, if i can hopefully do it on the cheap, if not maybe we can add a "music folder" that people can add their own music to the game, but i would like music to be a part of the game play..

The game i have so far is based off of HeartBeast's Action RPG tutorial. so far i have added a rainstorm, lightning strikes (currently buggy but it was working), procedural fog.

My concept so far... The players family (wife and 3 children) is taken away from him by a corrupt government entity that has some sort of bad agenda and he has to get them back... Punk Music is banned?
Player discovers bands and unlocks their music along with powers/weapons/abilities. Hit point level up system. Player has to fight his way through enemies and figure out puzzles. Player can unlock a pet dog companion that attacks enemies and gathers/helps locate items

Featured that i would like to add:

  • a multiple hit system - unlock up to 4 slashes to your combo as you level up. hit attack button 1x for 1 hit, 2x for 2 hits...ect, within a certain time frame.
  • bow and arrow
  • boomerang
  • block function that brings up the shield. Attacks are only blocked the the shield when the shield is covering, much like Zelda a link to the past except that the shield needs to be engaged to do 100% block and prevent hit back. if the shield is not engaged when the player is hit but player has the shield equipped then there is hit back and 70 damage.
  • An inventory system accessible through select button. Weapons, health and power ups, clothing. 1st level inventory system gives the ability to carry 25x Arrows, 20x Bombs, 35x Bullets, 3x Shields, 5x Swords, 2x Bows 15x Each Item (food/powerups), 5x each potion, 1x each clothing item, 10x keys,.....

If you are interested in being a part of this and feel like you have something to bring to the project then please get a hold of me and i can send you the project and we can get working on it.

trying to figure this out on my own in a small town with ZERO support is a test to my sanity... I found a webpage with a ton of open source projects with features that i would like to add to my game but i cannot for the life of me figure out how to import said features into my game... not knowing how to do this makes continuing to want to do this a very hard thing. All i do when i open godot is get frustrated and turn it off, im trying to not throw it all in the recycle bin again as last time i lost 2 months of pixel art, but OMG doing this alone with no help makes me want to throw my pc off of a cliff.

the character is a punk, based off of myself. lol. therefore he will be smoking weed and eating magic mushrooms along his journey..
think zelda a link to the past with waaay more features, drugs and punk music.

7 days later

i will keep working on pixel art but every time i open Godot and try to do something in it, like make a collision object for grass so you cant walk through it until you slash it with your sword, i get frustrated and want to smash my computer. so i am staying away from the game dev part of this and just working on art for it as i have no idea how to program. i hate living in a small redneck town where logging and mining are the only things people understand. sure would be nice to get some help with this before i bury it forever

I make pixel art. My avatar, for instance, but it's a zillion years old. Some of the themes you've mentioned sound kinda neat. Zelda a Link to the Past is on of my favourites. What kind of audio engineering do you do? My programming is not the best, but I know enough to make things. I don't have a lot of digital stuff online, but you can check out my portfolio of traditional art here: http://lakedoesart.com/

Looks interesting, I can help out with a script here and there!

Lake, your artwork looks amazing. Would love to have you on board. flurick, I need all the help i can get, welcome to the project. I will gather the project and everything i have for it into my dropbox and post a link to it after Xmas. We can start going from there i guess. merry xmas everybody!

a month later

OK! Here it is. Its not much but its a start I guess.

What its about, roughly...

- A punk rock themed adventrue rpg much like Zelda a link to the past but different. 
  If you listen to punk music that is a huge plus because you will know where i am coming from with a lot of this, if not, thats ok too
- Player is Grodi a middle aged punk rocker who is trying to get the band back together to play a battle of the bands and win back his family who has been brainwashed by 
  a major record label exec who has always been in love with Tiff, Grodi's wife. 
  Grodi MUST unite his old band members, get some instruments and gear, get a van to put it all in, practice his instrument to get good enough to win the battle of the bands,
  Battle his way through mazes, puzzles, hordes of enemies, phsycadelic musroom trips, beer bongs and bong rips, riding bicycles, skateboards, driving vehicles, Boss Battles
  to save his family and restore their Happiness. Game surrounds the idea of being yourself, unity, family, unconditional love. All of that packed into a game that does not 
  involve huge scenes of reading. :) Somewhere in the story the players cat, Simon, dies and is reborn as "Attack Cat" an homage to Battlecat from Heman and my cat Simon who 
  recently passed away. Maybe have a giant cat in ballte armour that the player can ride and stuff... i dunno. 

What we need (Almost everything...) - Storyline development - Art and Mechanics development - Scripting person or persons - Ideas

Ideas that I have...

- Game takes place in the city and in the country, hopefully we can make a large map to explore.	 	

- Mele Weapons, Guns, Bow & Arrow, Explosives. Think GTA V.

- Player can Jump, Roll/Evade, Fight, Block, Attack, Use "Magic", Take Cover Behind Objects, Sneak, Swim, Climb, Walk/Run/Sprint, Interact With Objects.

- Some kind of musical element to the game, not sure what tho but NOT ROCKBAND!! lol

- Player meets friends along the way that help with items and advice, always end up uniting with friends to pass big goals in game. In the end they ALL unite.

- I am thinking about approaching Fat Mike, owner of fat wreck chords, about using his and a few other peoples likeness's and some music from the fat wreck catalog for the game. Aim high right?

- Mele:
	Starts off with basic punching and new skills/combos/abilities are unlocked through game play
	Combos would be performed 2 button masher style. 
	Maybe some kind of dual weilding physics where player can use knife/sword and gun at the same time
	Player would have to be locked on to enemy to be able to do mele combos.
	Player can learn how to fight if they choose to, adding more moves and combos to their roster 
	Auto locking aim (L2) Manual aim with (Right Analog Stick), scroll to next enemy with press of (R) button 
	Controll scheme as close to gta v as possible when possible for corrisponding controls.
	Blood! Maybe even have damage show up on the character and enemies, back eyes swollen shut, cuts, severed/blown off limbs, bloody clothes
-Weapons:
	Brass knuckles, Chain, Lead Pipe, Guitar/Baseball Bat
	Knife, Machete, Katana, Broadsword
	Bow and Arrow	
	Hand Gun, Shot Gun, Machine Gun
	Sheild
	Boomerang
	Grapple Hook Gun (like Batman)
	Grenades, remote remote, proximity mines

these are just some ideas to get you all an idea of what im looking for. i know thatr not all of them are going to be possible but lets see what we can do, hopefully we can make something that is fun to play and we can all maybe make some money off of itone day.

I am very open to ideas as that is what this entire thing is and i know that i do not have the brain power to think up every item, landscape, building, NPC, character, polt and so on... I know that a lot needs to go into this and everybody who has an idea will be heard. If you are "IN" then we are all a team, I think it would be pretty sweet if we could put something out without having ever met or seen eachothers faces before. As it sits right now this is a volunteer project and i can only offer recognition for your contribution, but as things move on and if there is an oppertunity to merchandise our product then we shall all profit, but I feel that that is a ways away right now.

Thank you for taking the time to read this and fgor your consideration of joining the UNDEAD AUDIO Team. (Just a company name i use for electronics and music production that i do as well... Hey Liquorice Pizza sold records, whats in a name? lol)

I have included what little bit of work i have done myself into the Dropbox Account. Feel Free to have a go at it, its not much. I am pretty happy with Grodi's Design as he is based off of my own bald ass self. I have also included the Resources that i have been drawing inspiration from on my character design. I really like the art style of Zelda a link to the past and the game physics/dynamics, I would like to Try to stay close to that but not too close as we dont need to get sued, and i would also like to have more dynamic environmants and characters and lighting/particls effects is we can.

Things that inspire me: Zelda, Grand Theft Auto/Red Dead, Evildead 2/Army of Darkness, DIY lifestyle (If you cant buy it, BUILD IT!), PunkRock Music (NOFX, Lagwagon, Circle Jerks, Get Dead, No Use for A Name, Rancid, Agent Orange, Less Than Jake, Voo Doo Glow Skulls, Bad Religion.......)


** SO it turns out that Dropbox is taking forever to upload the files.... but here is the link It Might Not Be done uploading today (Feb 5 2021) https://www.dropbox.com/sh/qk3rbvk41j187nf/AAASnUmoHhtfWfeHUKLvhGxga?dl=0

I may be interested.

I want to develop games , but I'm stuck on coming up with practical ideas. Working on a collaborative project could be a way of making progress.

My background is programming. I know how to use Blender and Gimp, and have used other DCC's, but I'm not an artist. I've been learning Godot for a little under two months..

I tried downloading that Dropbox link but it says "the zip file is too large". Maybe it's not finished uploading yet.

it says that it has 23 hours left to download @6:49pm pacific standard time

added a README file to dropbox. will update it more tomorrow, i need sleep

I downloaded the .zip, imported the project into Godot, and started looking through it.

I'm not sure where to start.

Is the target platform intended to be a desktop computer? A mobile device? Would a normal keyboard and mouse be sufficient for playing it? A touchscreen? From your description, it sounds like a game pad would be needed.

I use Linux on a desktop computer and have an Android phone. Those are the only platforms available to me for development and testing.


Coincidentally, my cat Shimon died a little over a year ago. He had been with me for almost 12 years, since he was a two-month-old kitten. I still miss him. So I can relate to that aspect. (My avatar is a picture of his brother Reuven, who is still with me.)

it would be a pc based game as it may be too much for a touchscreen and i ouly have pc's. yes a game pad would be required, possibly keboard controlls as well, im not a fan but some people are into it. Sorry to hear about Simon, my Simon was with me for 14 years and I miss him every day.

Im open tho, it could be on multiple platforms if thats something that is doable. But it has to be Pc based for first, other platforms second.

Does the existing project "do anything", or is it just a collection of scenes and assets?

I noticed errors, e.g. missing dependencies, when loading some scenes, but I suppose fixing those is premature until the plan is further developed.

A few recommendations:

  1. Adhere to the GDScript Style Guide. That's especially important when multiple people are working on a project. https://docs.godotengine.org/en/stable/getting_started/scripting/gdscript/gdscript_styleguide.html#gdscript-style-guide

  2. Use strict typing. It prevents lots of runtime errors, and makes the code more "self-documenting". https://docs.godotengine.org/en/stable/getting_started/scripting/gdscript/static_typing.html#static-typing-in-gdscript

  3. Put the project on github or an equivalent. Sending a big zip file back and forth won't be practical for the long term. I realize the project is in a very early stage, and this may not be applicable at this time.

I've been looking into some tools for writing interactive fiction: Twine, Ink and Yarn. I thought this might be a way of rapid-prototyping a game.

All three have Godot plugins in the Asset Store, but the Yarn plugin is the only one that uses only GDScript and doesn't require the Godot Mono edition. It works.

Even if the Yarn plugin output is not used directly in the final game, it could be a quick way of refining the story line before spending time on coding and creating assets.

I'm going to try to post an example so you can decide whether that's a worthwhile approach.

8 days later

An update:

I've experimented with three interactive fiction scripting languages: Twine, Ink and Yarn.

I don't like Twine, because it takes too many "passages" (boxes) to construct a dialog. But Twine exports to HTML and can be displayed on a web site, which is helpful for collaborating in a project.

Ink and Yarn are similar, but I haven't been successful in exporting to a web page. Both have a "nesting" feature (in Ink it's called a "weave") that reduces the number of "states" needed.

Inky, an application for editing and running an Ink dialog, has menu functions for exporting to JSON, HTML and Javascript. JSON works, but the HTML and Javascript functions fail when I try to use them.

All three languages have Godot plugins. The ones for Twine and Ink depend on C#, which requires the Mono edition of Godot. The Yarn plugin only uses GDScript, and the plugin works on the simple provided example script , but fails on a slightly more complicated script that I wrote, and I couldn't figure out how to fix it.

Of the three languages, I think my preference is Ink. There's a Javascript interpreter for Ink, which uses the JSON export from Inky. That would make it embeddable in a web page. But I haven't been successful yet in getting the interpreter to run. I'm still working on that.

As Roseanne Roseannadanna said, "If it’s not one thing, it's another."

7 days later