Hiring Experienced Developer to create Monster builder + animation (Bonus opps for art abilities)

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  • I'm looking to outsource some PAID work on my project. I'm looking for someone to create a randomized monster builder, that pieces together monster parts to create unique monsters. I would also require these built monsters to be animated. I'm assuming that the best way to achieve this is the timeline functionality in C3, while positioning each individual body part in the animation. You would be providing me a C3 file that I would then import into the game myself, so I will need comments as to how your code works.

    A few project details:

    Here's an old link to a post on my game - https://www.construct.net/en/forum/construct-3/your-construct-creations-9/procedural-flora-generation-182529

    Perspective: Top down bird's eye view (if you can figure out a way to get other perspectives working, then I'd love to hear your ideas).

    Theme: Space/Planet exploration and looting, with infinite and unique layouts, flora, and fauna generation.

    Online?: Solo and Cooperative, with option of PVEVP

    Development Status: Fully working unique Flora generation. Fully working Online coop with up to 100 players. Fully working planet landscape and POI Generation. Fully playable to loot and explore. All placement art, heavily under development, many bugs and incomplete features.

    As for $$ - propose to me how long you estimate it would take, and your going rate.

  • Hey bscarl88,

    This sounds like a pretty cool project, especially with the procedural generation and online coop features already in place. I just had a couple of questions to clarify before I consider diving into it:

    For the randomized monster builder, do you already have the body part assets (e.g., heads, arms, legs, etc.), or would creating those be part of the job as well?

    Regarding animation, are you looking for a certain number of unique animation states (like idle, walk, attack), and should they be synced across all combinations of monster parts?

    For the C3 file deliverable, is there a preferred naming structure or layer system you’re using that I should align with?

    I'm familiar with the timeline feature in C3 and have done modular character builds before, so this sounds doable, but I just want to scope it properly.

    Also, nice work on the flora generation post, that thread was a fun read!

    Looking forward to your thoughts.

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  • Thank you so much for your interest! From the hundreds of hours I've put into this so far, it's been such a great and humbling but also empowering learning experience. And Im definitely looking for others that can emit a similar passion into projects (especially if they are working on mine!)

    "For the randomized monster/animal builder..."

    This would be from scratch, but mostly just an outline of the body, it's parts, and how they animate together - and not much detailed art. This is because I would first be taking each part, and covering it in proc generated scales/fur/whatever else. The idea would be to start with one type of monster with different probabilities of body parts, starting with a basic head, abdomen, and sometimes a thorax or not. Then the legs would be attached, varying 2, 4, 6, 8 legs. And build an animation system that can work with the variability. If not, we'll just create more unique monster types

    The animations would be Idle, Walk, attack. Maybe the option of Shoot if they are a projectile type monster (or could just use same attack animation. And yes, they should all be independent of each other but synced for the animations. UNLESS you think animating them by some C3 logic, and taking snapshots along the way to create one animated sprite would be better? I'm open to all types of ideas.

    I have no experience with the timeline system, so maybe it's not even the best to use for what I'm asking, but I just imagined the monsters/animals being built similar to the giant robot C3 demo on the products page - https://www.construct.net/en/make-games/games-editor

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