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Everything posted by SkywardRiver
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I’d be careful using graphics from Tibia (not the style, the actual graphics) Historically they’re not too friendly to projects that use them
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Story Today I did this on my project...
SkywardRiver replied to SkywardRiver's topic in Design & Creativity
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As the title reads, our newly founded studio is looking for a third artist for work on Project Mythril. We're a team consisting of proven developers, having released and profited greatly from the standalone ORPG title: Life Forge ORPG (still available and being worked upon, via Steam) In case you don't want to read all the info we've set up for you potential applicants, here's the summary. Project Mythril is our stab at a professional ORPG. Our intent is to create a truly stand-out and polished game with unique systems, 100% original assets, and a profitable business model. We're looking for a talented artist that can help speed along this process. If accepted you will be entitled to an even slice of our profits and, given time, will have a successful game released with your name on it. If this sounds good to you, scroll down to the bottom of this recruitment thread and read up on how to apply. If you're looking for more info on our project and our team, or our way of doing things, I urge you to read on. We've stuffed this full of helpful information. It's damn near inspiring. The Team Currently our team consists of: Myself (Jadin) -> Programmer || Developer || Musician JD Collier -> Artist || Developer Riptide -> Artist || Developer Cole -> Writer || Developer General Awesome -> Programmer About Project Mythril With Project Mythril we're looking to create a game that will not only revolutionize the way we see ORPGs coming out of this and other, similar communities, but to also create a highly polished, popular, enjoyable, and profitable game. New, unique systems such as action/active combat with soulslike inspired animation timers and other equally stand-out systems will set the project apart from the upcoming swell in the genre, and our experience in the industry will only further that agenda. To back this up we're pushing to have 100% of our assets to be original and our own. All art assets, sound assets, and systems will be original and thus, cleanly profitable. We'll be developing the project in John's very own Lunar engine. This will help us make our game the way we want it from the very start. It should be noted that our first goal is to create a solid, enjoyable experience. However, being as this is a business, we intend to make up for our hours of time and work invested. Our business model as it stands right now revolves around in-game cosmetics and potentially memberships of a non pay-to-win variety. If the time for Launch arrives and we deem fit, we may even have a buy-in pricepoint, but that is too far into the future to accurately ballpark. Any further information on this project is currently being kept under wraps. We truly believe we have something special here, and we can't wait to share it with you. Our Payment Model This artist position is profit share (a clean, even slice if work done can justify it). With another artist, we will be looking at a 7 way split. 14% towards the studio, 14% to each member of the team, and an optional 2% bonus to a voted upon "employee of the month" type deal on a monthly basis. For Life Forge we did monthly payments and it worked decently well, so we may replicate that system. I'm a big believer in transparency, so I'll be printing out our ledger every month, as well as sending copies to every member of the team so all will know what we made, how we can improve our sales, and see that we were fair in our payments. In summary, this position will be profitable in the long run, but don't quit your day job. Details of Position This artist position will involve the creation of art assets directly involved with the game. This means tiles, animations, and entities. You'll be working alongside Zetasis (JD Collier on this forum) and Riptide, two very talented artists that I've had the pleasure working with in the past and present. I personally vouch for their work and their ability to work as a team/unit. If you're of like creative mind, I cannot foresee any problems arise from working with these two fine artists. Upon acceptance you will be invited to our private discord (accessible from your browser). Currently our Discord is our primary communication hub. It should also be noted that any and all assets created for Project Mythril will be property of studio as a collective for use on Project Mythril. This rule is universal in our studio and would only be overruled if we decide to sack the entire project, something I cannot foresee myself or others on this team doing. As an example of this rule in effect, any music I create for Project Mythril cannot be used in any side project I may undertake. The way we've functioned thus far is as follows: We select an environment or area of focus. The artists develop tiles and entities for such, posting progress updates in the discord. We critique, find ways to improve, and repeat. In the end we're left with lovely works of art such as this: What We Have Thus Far After seeing that it should be noted that this is the art style we are shooting for with Project Mythril. Riptide has created an appealing color pallet and uses it to work on tiles and environments. Zetasis is currently at work on our entities. We currently have about 2 tilesets worth of quality tiles, a base humanoid entity with which artists can use to create more, and an atmospheric, 21 track soundtrack thus far: We also have a solid base story being worked on by our graduated and experienced writer, Cole. The Gameplan Our plan as it stands right now, is to simply focus on Asset production. Music, Art, Sound Effects. Once we have about 10 Levels of content finished, with the assets to back it and our base systems in place, we aim to create a Live Demo and a Kickstarter of somewhere around a $5000 goal. Of course, regardless of the success of the Kickstarter or not, we'll be developing Project Mythril. The Kickstarter merely serves as a way to simultaneously generate interest as well as give our team some breathing room. It shall also cover the costs of the plausible website we aim to create. If not, costs such as that will have to come out of my pocket. Speaking of out of pocket costs: we're looking to have T-Shirts made for team members (and possibly a variation for Kickstarter Backers). Riptide had some concepts drawn up a bit ago: After the Live Demo, we'll be taking in feedback, fixing what we need to fix, and continuing development of Project Mythril. Eventually, with a possible Early Access through Steam, we'll launch the game on Steam. After that we continue to work on updates in Expansion styled updates. Each major update will be free of course, but will include new systems, massive new zones, further lore invested stories, quests, enemies, bosses, items, music, sounds, and overall fantastic experiences. Along with each major update, we'll be introducing new Cosmetics and possible secondary profit sinks. We will be staying completely away from Pay to Win, however. Art Staff Application Currently, I’m still in the process of standardizing the game’s art style, I have, however, already created some base requirements that are essential for game implementation. For the sake of this application, please abide by these standards. Tiles: 16x16 Lighting: Slightly left of top center View: Approximately 60-degrees Scaling: Made in x1 and then scaled to x2 for export Color Pallet: (PyxelEdit) *If necessary, deviations from the palette are acceptable. However, if you choose to deviate from the palette, you must include your edited palette in your submission.* For us to evaluate all applicants thoroughly for skill, creativity, and effectiveness, please provide the following in your submission: ⦁ One asset of free choice (building, mob, decoration, etc…) ⦁ One vegetation piece (bush, tree, or plant) ⦁ One cliff or ground mini tile set (at least 4 unique tiles) Sincerely, Riptide To apply, all the above criteria as well as a small written piece underlying why we should select you should be included in a Private Message to SkywardRiver. This message will be forwarded to the rest of the team. After we have received sufficient messages, we shall decide as a team who we would like to work with. The current artists on the project will have a great deal more influence in this decision than Skyward or our writer, as they're the ones who will be working with you. Art Example: Requirements Now we do have some minor requirements for applicants: -Must speak English decently well. Communication is a large part of game development and I would prefer to work with someone that I can talk at length with. -Professionalism. i dont wann wrk wthe som1 hoo tpes lik this. We should be able to trust any member of the team to make a game-wide announcement and be professional about it. -Must be over the age of 17. This isn't me discriminating or wanting someone who's "mature" enough to be part of this project. This is me covering my team's ass when it comes to legal issues. Of course I'd like to be working with a "mature" individual, but in my experience this has little to do with age anymore. Regardless of whether or not you are accepted onto the team, we sincerely appreciate any and all interest. If you don't happen to make the cut, keep an eye out for any future positions! We hope you've found the entire thread and experience well done and professionally stated. Thank you all for reading. -Wanderwolf Studios
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more activity on Ascension Game Dev youtube channel
SkywardRiver replied to Khaikaa's topic in General Discussion
I believe there are plans in place to be using it a bit more in the future. -
Story Today I did this on my project...
SkywardRiver replied to SkywardRiver's topic in Design & Creativity
Another small atmospheric track for Project Mythril https://soundcloud.com/skywardriver/the-living-caves-project-mythril -
I'll be making a donation when I have the cash. Might not use it, but stoked you decided to release it to the community!
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Be creative, work hard and don't give up
SkywardRiver replied to Khaikaa's topic in General Discussion
Life Forge was almost an entire year in development before we released the open Alpha. Since then it's come a damn long way. Good post with a good message. -
I believe (if I understand your question correctly) that this is not doable until we have a source release. If I am to understand your question, it seems you want to have, say 5 items assigned to 1 resource and have only one drop at any one harvest instance. A fairly simple addition once the source is released, but I don’t think it’s possible at the moment. If you don’t need a 100% chance for something to drop, you could divide by the number of items assigned to the resource and give each an equal split of that number. So say you had 5 items assigned to the resource. You could give each a 20% chance to drop upon harvesting. It’s a far from perfect system as, in the end, it’s just a random number and you can have every item drop with a lucky number with this system. Still, for now I think it’s your best option. Let me know if I have misunderstood your question.
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Will be a very easy addition when the source comes out.
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Xenforo is by far my fave
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Avengers Infinity War Post-Viewing Discussion [Spoilers!]
SkywardRiver replied to jcsnider's topic in General Discussion
Stark died in Season 1 man. Sean Bean was a perfect actor for it too. I did like the movie. I wish they had ended on the snap of his fingers. Would have left us going "what next" instead of "oh how are they gonna fix it?" Cause regardless of the great impact it would've had to have heroes like Black Panther and Dr. Strange die when the franchises were just starting essentially (thus giving more depth and realism to their deaths) as if the studio is gonna pass up on the money those future movies are gonna print. Peter's death scene was very touching though. Tom Holland remains the most "human" super hero in the MCU to me and that last scene just solidifies my opinion. -
Story Today I did this on my project...
SkywardRiver replied to SkywardRiver's topic in Design & Creativity
Chronicles has an H in it haha. Looks good though! -
Intersect - Playstore/appstore crossover?
SkywardRiver replied to Space Pirate Jesus's question in Questions & Answers
I would agree if not for the fact that putting a game in the appstore versus releasing another naruto fan game are two very different things. If I release a crappy game and am wanting to sell it, odds are I'm not going to know how. If the App Store was an option, however, it's a flat fee of $100 and it's out there. That crappy game with an asking price of $10 is out there and odds are it's going to look and feel like vanilla Intersect. If you want a first hand look at what kind of devastation this can bring to a project, just take a look at some of Orake's reviews on steam. The crappy Resbak engine has made a name for itself in crappy game history. Granted it didn't help that Orake looked like Vanilla Resbak not too long ago, but the point still stands. Crappy games breed crappy feelings about the software they're made on. Just look at Unity or RPGMaker. Both are great pieces of software, but you see a decent looking game made in unity and peeps are like "Oh it's made in Unity so... we'll see if it's any good" Giving the masses access to that kind of market is just bad for business in nearly every aspect. Best, for now, to leave marketing and pricing to the people making said crappy games. They'll fail and not bring bad vibes to the Intersect brand as a whole, rather than succeed in selling a bad game and the casual masses gaining a bad taste in their mouth where Intersect is involved. Best to not poison the well, as it were. (of course this is all my opinion, but it IS based on some personal experience within the industry. You know how many people just didn't even install Life Forge cause they thought it was made in RPG Maker?) -
Personally, I'd create a new "region" if you're sticking with Pokemon. There's half a dozen Pokemon online games centered in Kanto already. If you keep the simplistic mapping style as the original games and scatter a balanced mix of pokemon throughout the game world, you could have a very popular game on your hands. (Though of course keep it under wraps because Nintendo be monstrous)
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Intersect - Playstore/appstore crossover?
SkywardRiver replied to Space Pirate Jesus's question in Questions & Answers
I can't speak for the developers, but I don't believe this will be featured in the base engine. Very possibly as a paid addition. The reason, in my mind, would be that if Intersect were App Store compatible, you've now got dozens upon dozens of young persons (13 or under) developing hasty games and releasing them for cash in the App Store. This would reflect VERY poorly on Intersect as, for every good game ever made with it, you'd have 100 cashgrabs. Intersect's reputation would sink to levels equal to or below that of even RPGMaker. You can, of course, make great games with RPGMaker, but due to it's easy accessibility, every child and their mother has messed around with it, created a 20 minute game, and tried to sell it on Steam for $20. Having this feature as a paid addition rather than stock would deter a great number of individuals from which this problem would stem from in my mind. Again, I can't speak for the devs, but in my opinion it would be in Intersect's best interest to not include such a feature in any vanilla releases. -
Story Today I did this on my project...
SkywardRiver replied to SkywardRiver's topic in Design & Creativity
Today I've been doing some research on how to incorporate a wired controller support option into Intersect via the monogame component (Project Mythril being a game with an action heavy focus). Of course I'll have to reevaluate once the source is released of course, but from what I can tell, there shouldn't be too much of an issue in terms of difficulty. More gross tedium than anything. I've also been writing some pseudo code in my afore-mentioned notebook for more advanced features I'll be wanting to have a handle on BEFORE I dive into the source code. Not much in terms of music lately for Project Mythril OR Arcwyre as I've been slightly uninspired as of late. I'm shooting for at least a song a week for each game starting today. Hopefully I can do more. -
Story Today I did this on my project...
SkywardRiver replied to SkywardRiver's topic in Design & Creativity
I really, REALLY don't like graphics meshing (meaning styles meshing together badly) but this is one of the better maps I've seen with graphics mixed. I think the building seems a bit flat when looking at it compared to its surroundings. I think you should brighten the text of "Login" and "Register". It's quite hard to see. Also, you can remove the "Andur" text from the menu. -
Riptide's Streaming some artwork for Project Mythril! Tune in! -> Link: https://www.twitch.tv/RiptidePixels
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The sound I can definitely see being off putting. I'll have to see proof of these sprites being recycled though haha. Took a look into the credibility of the developer for this game and he looks clean thus far.
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Was more referring to the originality of the gameplay
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You're missing an "I"
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http://arcanewaters.com/ Take a look guys. Very high production quality all around from what I can tell. I'll personally be playing when released, but for now it's a good example for many here on how to handle marketing and could even serve as inspiration for those who want to set their games apart from the rest of the pile. (I'm not saying "copy this". I'm saying take a look at what sets this apart fundamentally and try to emulate that uniqueness in other ways for your games)
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If you have any spare cash I'd take a look into Madalin Vlad. He's been doing my logos for years: https://madalinvlad.net/
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Story Today I did this on my project...
SkywardRiver replied to SkywardRiver's topic in Design & Creativity
If you haven't quite noticed yet, I'm trying for a more atmospheric soundtrack for Project Mythril, though sometimes I worry if it's TOO simple. Let me know! -
Story Today I did this on my project...
SkywardRiver replied to SkywardRiver's topic in Design & Creativity
New branding for the team behind Project Mythril. I've left the logo's creator's watermark in this photo as part of his shoutout. Over the last few weeks I've been doing business with Madalin Vlad. He's a graphic designer that I've known since the early days in Eclipse. He gets my gold star of recommendation and I will be returning at one point after have named our game. Definitely check him out if you want some high quality stuff: https://madalinvlad.net/ Without watermark/more focused: I've also got another piece of art from our very own @Riptide to show off. Please let us know what you think! Thanks
