Hey guys -
I apologize for my absense lately if anyone was *actually* looking forward to my RPG's release. PSPUpdates.com DOES NOT (AT ALL) work in the Safari browser on my Macbook pro and I refuse to open up another browser solely to visit their site, so sadly, I don't come much. Unless it's important...
I feel that I've gotten to a place in my RPG engine that I could benefit from some non-copyrighted material in the art. I've had various people offer to help in the past, but my code was not at a place where I could tell them "exactly" what I wanted or needed and most of them moved on to bigger and better things.
I feel that I'm almost at that point now. The reason I say "almost" is that I've written 5+ different versions of my engine's map system, each one having its own individual strength and weaknesses. I've narrowed it down to two different versions, and which one I use depends on what kind of artist talent I have available to me.
I don't really want to do it this way
- Map system one: Individually designed tiles (currently loaded individually but could be loaded from a tilemap) tiling across the screen with a character loaded into the middle of the screen at all times. This is the current version seen in the latest screenshots I've shown. For this I would need a pixel artist.
This is the system I'd like to use
- Map system two: Layered system. Character still loaded in the middle, but the background is split up into 3 parts. The bottom layer is set for collision (black lines where he can't move, blue for events, red for enemies etc...). Layer 2 is a layer of the "background" like the grass, rocks, tree stumps, houses, walls, etc. Layer 3 is the "top" layer for things like tree tops, roofs on houses etc...
Most likely, system two would require a 3-d artist to render the frames and then save them as a flat 2d PNG image for me.
Then theres the fun characters. 3-d rendered frames saved as 2-d is preferred.
For my first release, I'd need the following:
- Main character, 4 directions, 3 walking frames per direction, 3 frames of attack animation, a single weakend frame, a single death frame, and a 3 frame "win" animation.
- Boss character. one direction (no animation required), 3 frame attack animation, and a 3 frame death animation (this one could be simpler for time constraints)
- NPC characters x3. Same as main character only without any attack/weakened/win/death frames. Only movement
- Enemy Characters x3. Same as boss, only smaller in size.
- Single area render consisting of one house, trees, rocks, hedges, mountains, a cave entrance, shoreline, and water. Would be a complicated scene but would look VERY nice in a portfolio. The trees need 2-3 frames for the tree tops for wind animations. Water animations nice, but not required. Everything else is static renders. I also need a second area but only about 100pixels by 100pixels (single room) of an "underground" area (for the boss fight).
All images are subject to my artistic interpretation
(meaning I have a 'vision' and storyline for this demo, although I'm willing to let the artist have his 'touch' s well)
I don't think I can be any more specific than that, so if you think you have what it takes and have the time to deal with my frustratingly picky tastes, please reply to this thread.
You can also email me at: email@example.com
PLEASE NOTE: I only need an art guy. I am the sole programmer on this project. I have someone designing the interfaces, unless the art guy is good at that as well we can work it out. I have someone designing the original music for the game (and sound effects). I have beta testers. I ONLY need an art guy =).
(and geek notes: the shining fantasy 2-d rpg engine is a tribute to 16-bit era games like Zelda: link to the past, Final Fantasy III (USA) and Shining Force. It's coded entirely from scratch by framerate in straight C using SDL libraries for the graphics. Sound is done by 'charlie!' @ berklee school of music, interface by thirteen0four. Game artist to be determined.)
Expected Release Date: When it's done.