Couldn't decide between this board or Announce your Game!, but I felt this one so if I was mistaken hopefully mods move with no discord.
Here is a link to the other thread I made concerning my -- I mean, "our" games general story outlined. You may want to go over that to get a general idea of what this RPG is about.
THIS TOPIC IS A SIGN UP SHEET more or less. I'd rather start in this community (all things considered) to find some people who are serious about buying pro licenses and working together to make a dope-as-hell, classic sprite RPG for mobile devices that can potentially make money in the online app markets.
In this thread please give your
contact info; either an email address, skype, or MSN address, etc. and if you're uncomfortable with posting this information publicly feel free to PM me.
Be specific about what you do, how you do; and, if possible, present some form of example(s) of your work.
DON'T FREAK. I'm not a meanie. I'm a leader, but this is a team effort. I'm always down to listen to your ideas and opinions. Like I corrected myself (for lol's) earlier, this isn't my game. It's
our game.
WHAT I'M LOOKING FOR::.Currently I'm completely new to Stencyl. But don't panic. I'm not necessarily a game designer myself. I've had years of experience working on teams (not for profit gain) that built using the RPG Maker series engines for other RPGs. I mostly did writing for story boards and dialogue, but I did some graphic design (mostly spriting) as well. Though, I'm really good at brain-storming the visuals and mechanics in idea and paper forms. I can be very descriptive of what I see and want, and if need be I'm not bad at sketching and blue-prints.
What I need out of a team is generally
everything. Programmers, graphics designers, etc. and most importantly people that know how to work stencyl. I will be learning stencyl along the way, I've already put in a lot of time in the past few days that I've had it; researching, learning techniques, the whole shibang. I'm not just here to sit behind a desk and tell who to do what and when I need my coffee.

You may think by reading all of this that I'm not professional. That's not the case at all. I'm just friendly and have a sense of good sport and fun. I've been around enough big-wigs to know that acting stiff just makes the days longer with less friends. We'll have all sorts of fun together! But keep in mind that we are going to be as professional as possible in production, productivity, and distribution. My personal goal due by the end of the week is to have my legalities together for licensing and
pay. Yes, you'll get paid. I don't know when yet, but I'll let you know when I know and you're always free to go if it's too sketchy. God it sounds sketchy... -.-
WHAT IT LOOKS LIKE AND FEELS LIKE::.Now, for you programmers and graphics designers still reading: here's the DL.
Ever played the Mana series, or possibly the popular iPhone and Android game Zenonia? This is a kind of look and feel we're going for.
We of course want originality to deem our game our own, but we're running for the cute sprite look. It feels flush and smooth; looks sexy, but adorable. It's a hack 'n' slash. A single class is ran through the whole game (if you read my story line basics in the link, you'll understand it's a single actor/character) who may have the option to change weapons types, but we'll get into that in the business meetings.
For our hero, we're going to want sprites that are small enough to not lose cuteness -- but big enough to allow minor OR major cosmetic changes such as armor types and weapons, possibly even to the nitty gritty like gloves and shoes. Another thing we can discuss as a team, totally debatable.
Our story will take place in a fantasy-medieval base world. I have some sketch designs for the architecture styles but again, these are all things we can talk about, debate, and agree on.
The HUD is the most important part (I believe) to any touch-screen based game. I've got a few different ideas on exactly how we can execute it with originality and class without it being too sloppy or "mushed" together. My favorite right now, for example, is a completely clean display that relies on all menus being accessed by just touching the player character / actor. Initially bringing up a bubble-style window for items; with tabs on top for weapons, skills, exp, settings, save, etc.
In the settings you can select if you're right or left handed. This is all for the combat. If right handed, for example, the player swipes the right side of the screen up and down or left and right to swing his weapon. Touching the screen causes the actor to run towards the finger -- FINGER, not the point on the map. Making the actor continuously run in that direction until released. Opening chests, picking up items, talking to npcs and all other non-combat interaction is completed through simple touching. Clean, easy, and cool.
TEAMWORK::.I've pulled together some resources for us to keep our work tightly together so we all know what's going on, what needs to be going on, and when it needs to be done. There's an app for Android and iPhone called Any.DO that allows the sharing of to-do lists. As a group we can easily keep in contact and up-to-date with what our current goals are and how far along they are. There is also a program called Drop Box for PC, Mac, and Linux that makes team-work file sharing a breeze. It's free and works like a charm.
These are just a few ways we can work together without going unheard for days and losing interests. And it's cool.
That's about it for right now. Comments, questions, applicants, get to posting!
Contact me to talk under the table: MSN and email:
dragoonvince@gmail.com, Skype: Swagginstine.