Throne and Crown: Looking for Artists. -Rev share done right- Zelda/Gauntlet style MMORPG
Hello,
If you're a 2d artist who wants to work on a 2d Zelda style game, read on.
Description:
We already have an engine: http://www.shockwave.com/gamelanding/dungeon-run.jsp
The engine and mapmaker have been upgraded. They will continually be upgraded as we release each episode until it is about the complexity of a MMORPG. You will have allies to fight along side you eventually. Imagine having 1000 allies to fight with you as an army, but fight in a 2d action engine. People remember Warcraft3 where you controlled an army and a hero. In this game, your allies would be played by AI, but your hero is by you. Do you charge forward and fight stuff asap, or do you wait for your army to thin out the enemies before you engage? How do you put your army in formation? Ever play a game where you become a loot snob? Even the second best epic rare weapon is useless if you can only wield one weapon at a time in some MMORPGs. Well if you have dozens, hundreds or thousands of soldiers, you have a lot of people to hand down equipment. So you'll always have some place to use a good rare weapon. You'll conquer mines, towns, forests, trade routes, and enchanted territories that will give you daily resources. Other nearby players might compete to conquer them back. That is down the road though. At first the game will play like a 2d Zelda style game with overland exploration. Quests are designed with a system that you can't get stuck easily. There are different ways to contribute to solve the main problem. The game is good for powering up your character(no level cap, no power cap), and along the way you'll get some light humor. The game is planned for Facebook/Kongregate/Mochi/Android+joystick/iOS+joystick
What we're looking for:
Our contract affords artists of any commitment level. If you only want to make a few tiles or monsters, you get compensated. If you want to work hard and do a lot of art, you'll be compensated more. There is a document explaining how much each art piece is in terms of points(stock). When the game is complete, you add up your stock and divide against the total stock, and that is how much compensation you receive from the revenue.
This is the fair way to make sure people who slack don't bring the team down. In fact a slacker helps the team because some art is better than no art!
If you only work on the first episode, you'll still be compensated for future episode releases. You will have a revenue % worked out for each episode depending on how much work you did on each episode. An example is say if episode 3 is released and you did 20% work on episode 1, 25% on episode 2 but nothing in episode 3, you'll get (1/3 * 20%) + (1/3 * 25%) + (1/3 * 0%) = your revenue income on episode 3. (15% in this example)
I'll explain it more if you want. The key is that everything is documented up front so you know how much stock you get, and that you'll continually make money even if you don't work on future episodes.
In addition to artists, also what we're looking for:
We're looking for tile art.
We're looking for item art.
We're looking for animated monster art.
We're looking for single tile NPC art.
Maybe if you have some art laying around, you might want to negotiate to license us to use it for profit on revenue.
Conclusion:
We have a team of three right now. We're very passionate about this game.
There is a playable demo I can let you try out, but I need to change placeholder art out for new placeholder art. So you might have to wait about a week or two to see it.
The speed of releasing this game is based on how quickly we can produce art for the game. The programming and map making only has a little more to be done, but it will go above and beyond if the art pipeline is delayed.
Again we're very passionate about this project, and it is built on a solid engine. We're looking for more artists who also would have a passion for making an extensive 2d action RPG.
Email: jimjobseek(AT)yahoo(DOT)com if you're interested or have questions and comments.
,Jim
Looks like a good engine. I do have some questions though:
If you'd like to maintain a surprise, a pm would be just fine.
Also find me on RPG Toolkit <a href="http://rpgtoolkit.net/member/vwolfdog/">here</a href>.
Oh, great work on Dungeon Run, by the way!
Also find me on RPG Toolkit <a href="http://rpgtoolkit.net/member/vwolfdog/">here</a href>.
vWolfdog,
The premise is that the kingdom is ruled by a bad king. And all his towns are suffering in different ways. Each episode has you helping a town getting over a different problems that towns can have. I don't want to give away much past that. The first episode is 1-2 years out from now depending on how rapidly artists can provide the art. The game is basically done aside from a few zones and a cutscene maker that I need to write. It is playable for a few levels already. So I have a demo. The problem is the placeholder art it uses is copyrighted, and I need to swap it out. I'd give you screenshots, but it is of copyrighted art from my old work...
I can give you some pictures of art my artist Bri made if you are interested. Also I could possibly get a demo of the game ready that you'd have to agree to an NDA to not publish it. But give me 2-3 weeks to draw placeholder art(not a pretty sight).
Let me know if you have more questions.
,Jim
VWolfdog,
I saw your icon list. I liked it. If you want to negotiate a revshare of using that commercially, email jimjobseek(AT)yahoo(DOTcom
I'm mostly interested in recruiting artists to work with me, but if anyone wants to post here for me to review their art, and send me an email to the above email, I'll offer capped revshare for your art. Basically give me a bill for your art, then we double it. And that is how much you'll get paid when the first revenue comes out from the game.
My terms are that you are allowed to use your art anywhere you want. I just want permission to also use it in my game.
,Jim
its a neat game but i would love mouse clicks to be used as navigation. On a mac there is several issues with the controls. if you press ctrl plus an arrow key left to fire left you bring up dashboard app which moves the game offscreen. pressing ctrl plus up arrow which used to fire upwards as you know opens mission control which also takes the game off the screen.
ctrl + arrows does not work well on mac because they are used as shortcuts for several windows which take the game offscreen meanwhile your getting hit and dying not being able to see.
Acorn,
Mouseclicks are usable for playing in the new version.
Also if I can catch up on my coding tasks, I may allow remaping of keys.
We used ctrl+arrows because that was the control scheme for Quake 1.
,Jim
Since I'm pimpin' myself out lately... If you want me to do any of these let me know what you need in particular and what the specifications are (dimensions, color restrictions, etc.)
www.charlestyler.com