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DM's Toolbox (thought This Belonged Here)

System Reference
Spell List
Written Advice and Guides
Dungeon Mastering Video Guides
Making Dungeons
Comprehensive Collections of Information
Campaign Management Tools
Shops and Equipment
Alternative DM Screens
Unearthed Arcana List
Compilations of Multiple Generators
Towns and Villages (see also: MAPS AND MAP-MAKING TOOLS)
Other Tools
[The Great List of 5e Adventures] (https://merricb.com/the-great-list-of-dd-5e-adventures/)
Tomb of Annihilation
Lost Mines of Phandelver
Curse of Strahd
Tyranny of Dragons
Princes of the Apocalypse
Mulmaster & Arcane Magic
Storm King's Thunder
Map Collections
Random Generators
Map-Making Tools
Map Assets
Pre-made homebrew campaign settings
submitted by TheArkhaicBard to DMAcademy

Seeking Artists and Programmers to complete a Demo for a 2D Sidescrolling ARPG


In an attempt to preempt questions and to build credibility, below I first present evidence of a previously completed and released project with a scope large both in time and ambition. Next, I present a brief personal history of investment in the project both for assets and skills required to finish it. And finally, I propose the project itself.

Previously Published Project

First and foremost, I have completed a project and have published it to GooglePlay. The aggregate score of 4.5 from users suggests it has been well-received and at 25k downloads, it has done fairly well for a text adventure on that platform. Conscientia was published in 2017. My responsibilities on the project included:
- Programming - designing, implementing (using the LibGDX framework), maintaining, etc.
- Writing - dialogue, descriptions, items, lore, etc. (in tandem with the co-creator, but I produced about 70% of the text-related content)
- Audio - BGM, mixing, etc. (I composed 80% of the BGM used, even contributing many used and unused tracks to the OpenGameArt community
- Visual - modification using GIMP (though I'm no artist, I modified works both purchased and under CC licenses for use in the game)
- Community management - I responded to all e-mail, GooglePlay comments, and subreddit posts (though admittedly, I am utterly ill-suited for this task)
In short, I have had the chance to experience all aspects of the process and know that each part brings with it its own set of difficulties. This means I don't think coding is magic that just happens, or that art assets are just about drawing pretty pictures, or that sound design is a simple process, or even that dealing with the community and promoting a project is an 'easy' job. None of this shit is easy, and I know that firsthand.

Personal Investment in Current Project

In order to go from text adventure to 2D sidescroller, I've invested over $5000 in the logo (visible from the GooglePlay link above) and five sprite sets including:
- Player Character
- 3 enemy NPCs (example of one donated to the OpenGameArt community) - Arclight, Sabine Sentinel, Clockwork Crow
- 1 boss Gulganna
- Several background tiles \[no pictures available for these, but hopefully the above pictures are proof enough of their existence\]
All have multiple states and animations for attacks, movements, idling, etc.
Recently, I've also invested nearly $1000 in audio equiment (FL Studio license, a bundle of VSTs from Output, soundcard, and microphone) to inmprove the production values of the OST.
This, of course, is in addition to the 1000s of hours of sweat equity I've invested in to learning how to code, create music, write, modify art assets, etc.

Brief Description of Self

Self-taught programmer, musician, and writer - autodidact by circumstance, but appreciate the lessons learned as a result. Hardworking, problem-solver. And likely one of the most persistent people you'll ever meet (began teaching myself all of the above simply in order to make this video game).
I learn in no small part through experimentation and practice, but also avail myself of the myriad resources scattered throughout cyberspace. As such, I've been through multiple OpenCourseware classes, read dozens of textbooks, and even scoured youtube for tutorials. All this by way of saying that I'm methodical in my madness and not simply trying the 10,000 monkeys approach.

The Preliminaries Aside...

I hope that I've clearly demonstrated that I can complete projects, am useful in more than one aspect of the game making process, and am willing to invest significant resources into the completion of this project. Having read this far, I hope you are convinced of my earnestness and reliability. I'd like to collaborate with those who can do the same - especially 2D artists and programmers, but I'm open to writers, musicians, level designers, and game designers as well (so long as you have demonstrable evidence of experience with 2D).
That said, I would certainly require proof regarding sweat equity you have invested into previous projects and the fruits of your labors, just as I have furnished my evidence of such.

The Project Itself

As you may have surmised from the presentation of the evidence, I'd like to complete a 2D sidescroller ARPG with a strong story and visual world-building. My personal inspirations would be Hollow Knight, Hyper Light Drifter, and of course the Souls series. However, I find their NPC interactions lacking and lifeless - in comparison to their strengths of combat and asthetics (art, music, design consistency, etc.), and would love to have the strength of story from Dragon Age, Elder Scrolls, and the Witcher.
What I have already produced is a fully fleshed out game world, with over a hundred NPCs to interact, all with fully realized dialogue. There's also a unique (so far as I know) dialogue system based on personality affinity (no false dichotomies of good and evil here! Only player motivation). I have a useable OST (though, I'd like to upgrade it going forward; make it more unified and thematic). I have item descriptions, quests, story arcs, etc.
What I don't have are firmly set game mechanics, as in the specifics of combat - though I certainly have multiple drafts of possible systems. This means, though, that we can focus development on this aspect, thus reducing the scope of what would otherwise require a Hubble-like device to see in its entirety. As the game is reduced simply to deciding on and refining combat, this makes it several orders of magnitude more achievable.
Further, I want to make a feature-complete demo only, at this point. This narrows the scope to a single area (for which I already have 90% of the assets ready). With the scope this narrow, we could focus on polish and making the experience flawless.
In the interest of openness, portability, cost, and philosophical leanings, I intend to use the Godot game engine for this project.

Beyond The Demo

If we work well, together, and if the project seems worth pursuit, we can discuss future steps. Let's finish the demo first. If nothing else ever comes of the completed demo, you will not have spent a dime on the project and you'll have something to add to your portfolio. Your code and your artwork are yours to do with as you please, of course (e.g., if you wanted to make a new game with the assets your produced taht is completely unrelated to this project, you would find no quarrels/disputes from my end; no exclusivity agreement required). But we'd need to make sure that their use in the demo, in perpetuity, was free of legal dispute as well.
If we do proceed down the path of Kickstarter or its ilk, we'll make sure to have written accords of who is entitled to what prior to developing the complete game, so as to avoid any disagreeable differences of opinion down the line. If it is your preference, upfront negotiations are most welcome as well.


PM or comment.
Hope to find some collaborators to get this project into the hands of the masses who don't yet know how much joy it would bring them.
submitted by Chaos_Is_Harmony to INAT

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