Seeking programmer to code minigame (paid)

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InvertMouse
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Seeking programmer to code minigame (paid)

#1 Post by InvertMouse » Wed Oct 19, 2016 1:49 am

Hi everyone :)! Hope you are doing well. I am working on a project in Renpy at the moment. It is a standard visual novel, but once in a while, players will take a break from the narrative to play through a minigame. You know how with a lot of AAA games nowadays, they have those hacking minigames when you try to open locks etc? It is something of that nature. Here are some details:

* * *

- The game takes place on a grid (let's say a 16 x 16 grid). Your icon is positioned on the grid, and you are tasked with navigating it to an exit square.

- You are allowed to move your icon to any of the adjacent squares.

- Some squares may be assigned to be block tiles, so they will look like bricks, and your icon will have to navigate around them.

- There will also be enemies. Virus worms that swim around a set pattern. Up and down, left to right, circle around a block tile etc. Routes should be customizable.

- Every time you move, the enemies get a turn as well. So, turn-based rather than reaction or timing focused.

- No intelligent enemies that follow you around or anything like that. Enemies simply do their thing, and you must time your moves to avoid bumping into their squares.

- If you get hit, the screen shakes, and you are thrown back to the spawn point. All the enemies reset as well.

- Levels get more complex later on, so we may end up with a 40 x 25 grid, for example. If this is too difficult, we can discuss keeping the grid size consistent for all levels.

- These missions take place between story segments, so we have a traditional visual novel scene, then the story pauses, and the game grid drops in. Once you win, the grid pans back up, and players resume reading the story.

- Players have the option to skip these missions. Hit the skip button, and the grid will pan away as if you have succeeded, then the story continues.

* * *

There are ten missions in total, and I want to have them all done by Christmas. I will be chipping in on a lot of the work as well. What I would like is to have someone code the first level and set up the basic structure along the way. A grid (a 2D array perhaps) that can be resized for each mission, enemies that move every time you do etc. Once those are in, I can begin coding the remaining levels. If I need new enemy types programmed in, I may ask for help again, and that will be discussed as a separate task.

If you are interested, please feel free to respond on this thread, PM me or email me at: contact(at)invertmouse(dot)com

Please go ahead and ask additional questions as needed, then when you are ready, if you could send over a costs breakdown, we can proceed from there.

Thank you!
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InvertMouse
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Posts: 95
Joined: Sat May 31, 2014 3:41 am
Completed: Unhack
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Location: Sydney, Australia
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Re: Seeking programmer to code minigame (paid)

#2 Post by InvertMouse » Wed Oct 26, 2016 3:43 am

Hi there everyone. Just want to inform that I have decided on a candidate. Thank you to everyone who applied!
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