AuthorTopic: [FILLED] Physics-based iOS game  (Read 1458 times)

Offline scartier

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[FILLED] Physics-based iOS game

on: May 18, 2012, 09:59:59 pm
UPDATE: This position has been filled.

Hi, I'm Scott Cartier from Order of Magnitude Games.  I released my first game in March, an iPad board game called Mother Lode.  For my second game I am creating a 2D physics-based game for iOS.  As if there aren't enough of those already ;)

I have a more full description of the game and art requirements in a blog post on my site.  Some of the details there may not be valid because I wrote them without considering pixel art.

I will duplicate some of the info here so you don't need to click through.

Game description

The game centers around flinging objects across a playfield full of obstacles.  So far, so Angry Birds.

The player isn't flinging one object, but a formation of objects.  It might be a 2x2, 3x3, plus, X, or other pattern.  Each object in the formation has different abilities that the player can use while they are in flight.

For simplicity, think of the playfield as a grid of pegs.  Pegs can be constructed from a variety of materials.  The material determines how the peg behaves when projectiles collide with it.  Some may break easily, inflict more damage, electrify, slow, or otherwise affect the flight of the formation.

Requirements

In addition to the projectiles and pegs I will also need artwork for the ground and background textures.  Those can be pixel art, but I also think some sort of contrast with a different style might be interesting to explore.

At the highest pixel density (iPhone retina) the final rendered projectiles and pegs will be a minimum 80x80.  Naturally the source pixel art will be smaller than that and scaled up.  We'll need to discuss what that means for the actual source dimensions.

Another change from what I specify in the blog post might be the number of animation frames.  I've seen some awesomely fluid pixel art animation and would love to have the same.  So my stated "1-4 frames" or "few frames" of animation is likely on the low side.

Projectiles will need a flying animation, an animation when it uses its special power or effect, and an animation when it is destroyed.  Pegs need an idle image - most will probably be static, but some will have animation.  They will also need a destruction animation, which might just be blinking a few times before disappearing for that retro effect.

Backgrounds will be repeating tiles overlayed with additional details to hide the repetition.  It might also be nice to have other miscellaneous level-specific animations in the background (birds in the forest level, water drops in caves, etc).

I haven't nailed down all of the projectile and peg types yet.  I've been focusing more on what they do rather than what they look like, which isn't too helpful for you.

There will be sets of three objects every group of levels.  The first set will be fruit-based: an orange, watermelon and some other small fruit like a raspberry.  (I like dualR's fruit sprites here).  There will also be some technologically-based projectiles that have functions similar to a magnet, tractor beam and gear.  They don't need to look like the stereotypical magnet and gear - that's just their function.  The sprite itself can be whatever looks good.  I will provide a full list of projectiles once I get them all designed.  Figure somewhere from 12-18 different types.

As for pegs, one will be wood and look like a cross section of a tree stump.  Others might be made of stone, crystal, metal, or even an enemy turret.

With a few exceptions, all projectiles and pegs should have a round-ish silhouette since that is how they will be represented in the physics simulation.  The watermelon is one exception since it takes up two slots in your formation rather than one.  It will be approximated by an ellipse.

Payment

This will be paid.  I don't have a large budget since I'm relatively new as an indie (and my first game was not profitable).  However, I won't ask anyone to work for free.  I'll definitely pay at least the minimum $15/hr and might go higher for better quality.

Feel free to get in touch directly by email at scottAToomgamesDOTcom.  Include a link to your portfolio, including other games you may have worked on, as well as your rate and availability.

« Last Edit: June 12, 2012, 08:58:54 pm by scartier »