[Unpaid] looking for experienced programmer/GODOT user for fantasy survival minecraft-like game

natedawgghnatedawggh Posts: 9Member
edited December 2019 in Professional Trade


I am developing a game which is a minecraft derivative. I'm looking for one or more programmers who would be interested in teaming up to bring it to life (the ones I've talked to can't work without pay, which is totally understandable but I don't have funding). I've tried to fund it several ways (kickstarter, etc.) which has not worked. I don't have proven development experience or any kind of following or influence (I'm a 3D artist, animator, and writer by trade). But people really respond to the art and concept and I'm determined to make it. A test ad drove a 3.6% clickthrough rate just from the above image alone (that's a high rate if you're not familiar with ads). GODOT looks like a great engine to do this game, and I'm really excited to use it, but as talented as I am in art and 3D design I just can't grasp programming and need someone to help with that side of the project.

Some of the technical things which really bother me about minecraft is the limited scene/environment loading, poor environmental design and effects, and near constant frame rate lag from even the most basic game events. I hope these kinds of things can be avoided by using meshes instead of voxels, but I don't know enough about GODOT to really confirm this and I do not want to make a game which suffers from those same kinds of problems nor disinterest in details and content. I'm looking for someone who has the technical experience to match my art and design and help build a world which is breathtaking but also technically solid and impressive. I've already created most of the assets and an exhaustive game design brief, so this project can go as fast as you can assemble it, and I have 20 nieces and nephews to test it. I'd like to release a paid version as soon as possible when it has enough content to be fun and worth a good price (stable, with lots of content, no major bugs) to start bringing in revenue to pay ourselves and keep developing the game. To be clear, this is similar to minecraft with similar gathering, harvesting, mining, fighting, and MOBs functions, etc., in a procedurally generated world, with some new gameplay ideas, so those are some of the basic functions the game will need but at a level much better than what minecraft currently achieves. I have programming strategies in mind for generating the world and its elements, so I can contribute to technical creative problem solving, but I would really be relying on your expertise to achieve the kind of quality we would need to ship the game.

If you're interested, you can check out the full game description at the indiegogo campaign (which is not going well either, lol). https://www.indiegogo.com/projects/runelands/x/22866162#/

You can contact me at nathanguyhatch at gmail dot com. Please tell me about yourself and your experience when you do.

Thanks!

Comments

  • cyberealitycybereality Posts: 927Moderator

    Looks cool. I just backed the project, hope that helps a bit. I'm currently pretty busy with my own game (and I don't think I can take on unpaid work) but I wish you the best of luck. Cheers.

  • natedawgghnatedawggh Posts: 9Member

    @cybereality said:
    Looks cool. I just backed the project, hope that helps a bit. I'm currently pretty busy with my own game (and I don't think I can take on unpaid work) but I wish you the best of luck. Cheers.

    Hey thanks Cyber!!

  • organicpencilorganicpencil Posts: 20Member

    Very cool indeed! Looks like something that'd be super fun to make. Good luck to ye.

  • natedawgghnatedawggh Posts: 9Member
    edited April 16

    I posted a while ago but still haven't found anyone to collaborate with—In the meantime I've created more art, both concept and assets. I need someone with pretty good technical skills, as there's a lot of complicated procedural generation required, not to mention all the combat, inventory, construction, and magic mechanics, but since I've already created so many assets we can put this game together as fast as you can code. While it will be a challenging project I think it looks harder to make than it will be in practice, and we can publish a good working version and start earning money from it while continuing to develop. Only looking for collaborators who are reliable, collaborative not competitive, and available to invest significant time and dedication. I would highly prefer to make this in GODOT. Please save me from having to use Unity (which is great but Godot deserves more games).




  • TwistedTwiglegTwistedTwigleg Posts: 2,814Admin
    edited April 16

    @natedawggh said:
    I posted a while ago but still haven't found anyone to collaborate with—In the meantime I've created more art, both concept and assets. I need someone with pretty good technical skills, as there's a lot of complicated procedural generation required, not to mention all the combat, inventory, construction, and magic mechanics, but since I've already created so many assets we can put this game together as fast as you can code. While it will be a challenging project I think it looks harder to make than it will be in practice, and we can publish a good working version and start earning money from it while continuing to develop. Only looking for collaborators who are reliable, collaborative not competitive, and available to invest significant time and dedication. I would highly prefer to make this in GODOT. Please save me from having to use Unity (which is great but Godot deserves more games).

    @natedawggh - please do not make another post on the same topic. We have a rule against duplicate posts on the same topic (rule #3 of the current rules, rule #13 of the new rules). Instead, please make a post on the first topic with the new material, as that will bump the post onto the recent discussions and achieve the same effect as making a new post, while also not having duplicate/double topics. Thanks!

    As far as finding collaborators go, I wish you the best of luck. I personally do not have the time or energy to work on such a project, but maybe others will.

  • DschoonmakerDschoonmaker Posts: 256Member

    Looks like a nice game! I'm interested, what are the details? Is this professional? Are there certain requirements you want us to fulfill?

  • natedawgghnatedawggh Posts: 9Member
    edited April 16

    @Dschoonmaker said:
    Looks like a nice game! I'm interested, what are the details? Is this professional? Are there certain requirements you want us to fulfill?

    Hey thanks Dschoonmaker. I'm not sure what you mean by professional? Yes, I want to publish the game and sell it—and I'm a career 3D artist and animator, so this is not a hobby project or test but an actual playable commercial and for profit game (is that what you mean?). I have created/will be creating assets, animating, writing, and have strategies for achieving the technical systems—for instance the method to program the features like mountain ranges, rivers, etc. I simulated these things in my 3D software (using Cinema 4D and Blender) to test the procedural techniques to get the results shown in those images.

    So I have a lot of the planning and method of execution figured out, with of course feedback and collaboration of the technical talent. So I need the coder to help build and code the game and implement my plans and functions, design and implement AI, inventory systems, combat and magic dynamics, and multiplayer/network integration. Anyone involved can also help in the lore, design, and creative side if they wish but not required at all, and I want their experience to help guide the direction of the code and technical strategies. They'd also need to be able to do general animation but also procedural animation in GODOT to help with game compilation. I'd also like them to be able to do weather and atmospheric/particle systems (totally open to learning this as we go too as long as the basic competency is there), and illumination/ray tracing as well (not realistic—I want a hybrid, stylized appearance like in my concept art, not realism). I've also got a plan for production which can get us to a satisfactorily playable game to release so it can start to help us fund the project and pay ourselves, before tackling the more ambitious features like procedurally generated towns and cities, castles, NCPs, lore, more MOBs, etc.

    What's your experience and coding ability like? EDIT: just saw your clouds! Very cool. That could work really well with the voxel style this game has. Also looks like you've got land and a castle theme. Very on pointe.

  • DschoonmakerDschoonmaker Posts: 256Member
    edited April 16

    @natedawggh said: I'm not sure what you mean by professional?

    I didn't know how to phrase it, but I did mean professional vs hobby.

    @natedawggh said: What's your experience and coding ability like?

    I think I can do everything on your list except for multiplayer/network integration. I've been coding for ~5 years, 1 year in GDScript. Only thing is, I can't count on being able to work certain times/amounts of time. I'm still young and have school(although I'm homeschooled, that makes it easier, but sometimes more unpredictable).

    @natedawggh said: Just saw your clouds! Very cool. That could work really well with the voxel style this game has.

    Thank you. Those clouds could work well, although they might look better if they were more stylized. I also have a water shader that would look good for this game:

    What have you got in the project so far? Is it just art, do you have some gameplay or voxel terrain?

  • natedawgghnatedawggh Posts: 9Member
    edited April 18

    Let’s talk more via email...and I can send you what I have.

    (TwistedTwigleg edit: Removed email from the post. Probably best to private message email addresses, as Megalomaniak suggested)

  • DschoonmakerDschoonmaker Posts: 256Member
    edited April 17

    Sounds good. I'll send you an email.

  • MegalomaniakMegalomaniak Posts: 2,739Admin

    You two might want to exchange emails via private conversations, posting emails on public forums can result in spam bots picking them up.

  • DschoonmakerDschoonmaker Posts: 256Member

    Maybe you should edit your email out.

  • DschoonmakerDschoonmaker Posts: 256Member

    If anyone is interested, he will still take more programmers.

  • SaitodepaulaSaitodepaula Posts: 49Member

    Are you guys aware of Zyllan's voxel module?

    https://github.com/Zylann/godot_voxel

  • cyberealitycybereality Posts: 927Moderator

    Concept art looks cool. I'm busy with my own game but good luck.

  • DschoonmakerDschoonmaker Posts: 256Member

    @Saitodepaula said:
    Are you guys aware of Zylann's voxel module?

    Yes, we are aware. We're actually not using voxels, which sounds crazy, but it is faster.

  • natedawgghnatedawggh Posts: 9Member

    @Dschoonmaker said:

    @Saitodepaula said:
    Are you guys aware of Zylann's voxel module?

    Yes, we are aware. We're actually not using voxels, which sounds crazy, but it is faster.

    Yeah—that's a really neat module but we're actually constructing this world through procedurally generated mesh. Look at this sample terrain @Dshoonmaker has made so far!!! It's really incredible (obvs we've not gotten to textures or features like trees yet).

    I'm looking for someone who can help us set up multiplayer functions, or anyone else who would like to help with things like character animation, combat mechanics, environmental effects, etc. There's a lot of work to do and the more people we have on board the more content we can deliver at launch. I've also gotten a few portfolios to solicit for music and sound, but if anyone seeing this is a composer and sound designer and wants to join our project, please submit your portfolio to me!

  • VencellionVencellion Posts: 1Member

    Are you still looking for programmers?

    What you want to do is right up my alley. I'm making a voxel game myself, though a turn based strategy one, and those requirements you listed are all the ones I had as well. Overcoming slow environment generation, slow chunk loading and unloading, limited distance visibility, and so on. In my game I need to be able to zoom out a LOT, pan over a large chunk of terrain, and then zoom back in again. This needs to be done super fast, and as a result, I have the technical requirements that you want, more or less done, and I’d love to work together.

  • natedawgghnatedawggh Posts: 9Member

    @Vencellion said:
    Are you still looking for programmers?

    What you want to do is right up my alley. I'm making a voxel game myself, though a turn based strategy one, and those requirements you listed are all the ones I had as well. Overcoming slow environment generation, slow chunk loading and unloading, limited distance visibility, and so on. In my game I need to be able to zoom out a LOT, pan over a large chunk of terrain, and then zoom back in again. This needs to be done super fast, and as a result, I have the technical requirements that you want, more or less done, and I’d love to work together.

    Hey Vencellion thanks...sending you a DM

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