I'm looking for a visual game developer to join our team :)
Hi,
I'm developing a dark fantasy visual novel called Blaster. The game features an interactive story with 5 romance character routes, multiple endings based on player choices. Players follow a cursed protagonist on a journey to uncover the truth behind their mysterious origins while navigating danger, mystery, and romance.
I'm currently in the planning phase for a Kickstarter campaign and am gathering quotes from Unity developers to build a realistic budget. I'm offering milestone-based payment for this project and would like to discuss a potential collaboration.
Below are the complete technical requirements for the game. I am looking for a developer who can review these specifications and provide a detailed proposal including your recommended milestone structure, cost estimates per milestone, total project cost, and timeline.
The project timeline is 1 year to complete the full game. Work will begin only after successful Kickstarter funding.
**CORE VISUAL NOVEL SYSTEMS**
Dialogue System:
* Text display with character name headers
* Character sprite display and switching (expression, based on speaker)
* Text speed controls
* Auto-advance option
* Manual skip button (player controls)
* Hide UI button to view artwork fully
* Audio integration for voice acting lines
Settings Menu:
* Music/sound volume sliders
* Text size adjustment
* Text speed adjustment
* Auto-advance speed adjustment
Save and Load System:
* 10 save slots
* Save anywhere during gameplay
* Load from main menu ONLY
* Save data includes all choices made, affection points, unlocked content, current location
**CHARACTER CUSTOMIZATION SYSTEM (Beginning of Game)**
Protagonist Setup:
* Name input field
* Pronoun selection (she/they)
* Choice between 2 protagonist sprite variants
* All selections stored and referenced throughout game
* Protagonist character showed side to the text/dialogue bar
Nickname System:
* ONE nickname chosen/unlocked for protagonist
* Used by love interest in certain dialogue scenes (not displayed as player name)
* Appears after reaching threshold
**AFFECTION AND PROGRESSION SYSTEM**
Hidden Love Points:
* Point tracking system for each of the 5 main love interests
* Points awarded based on dialogue choices (invisible to player)
* No "bad" choices, just different point distributions
* Thresholds:
* 60 points = healthy love
* 80-100 points = obsessive love
* Affects romance content and tone
Consequence Tracking:
* Flag system to track major story decisions
* Flags affect available dialogue options and story branches
* Persistent across saves
**MAP AND LOCATION SYSTEM**
4 City Map Navigation:
* Aghard
* Uryel
* Kur
* Loanh
Map Functionality:
* Visual map interface with clickable city locations
* When player clicks on a city, mini text appears with city history/details
* Location availability may change based on story progression
* All characters can be encountered regardless of route chosen
**ROUTE AND STORY STRUCTURE**
Route Selection Flow:
* Prologue plays for all players (\~8-10k words)
* After prologue, character selection screen appears
* Player selects which of 5 love interest routes to pursue
* Route locks in and plays through to ending
* Players can replay to experience other routes
Multiple Endings:
* 3 endings per route
* Each ending is 8-10k words
* Total of 15 possible endings across all routes
**CG GALLERY SYSTEM**
Unlockable Illustrations:
* CG illustrations unlock based on specific story choices
* Gallery menu accessible from the main menu
* Locked CGs show card/design placeholder
* Unlocked CGs show the actual illustration and can be viewed at full size
**UI IMPLEMENTATION**
Main Menu:
* New game
* Load game (10 slots)
* CG gallery
* Endings achieved
* Settings
* Credits
* Quit
In-Game Quick Menu:
* Save
* Settings
* Return to main menu
* Hide UI
Choice Display:
* Clear presentation of 2-4 dialogue choices
* Visual feedback when hovering over choices (*When the player moves their mouse cursor over a choice option,
Hi,
I'm developing a dark fantasy visual novel called Blaster. The game features an interactive story with 5 romance character routes, multiple endings based on player choices. Players follow a cursed protagonist on a journey to uncover the truth behind their mysterious origins while navigating danger, mystery, and romance.
I'm currently in the planning phase for a Kickstarter campaign and am gathering quotes from Unity developers to build a realistic budget. I'm offering milestone-based payment for this project and would like to discuss a potential collaboration.
Below are the complete technical requirements for the game. I am looking for a developer who can review these specifications and provide a detailed proposal including your recommended milestone structure, cost estimates per milestone, total project cost, and timeline.
The project timeline is 1 year to complete the full game. Work will begin only after successful Kickstarter funding.
**CORE VISUAL NOVEL SYSTEMS**
Dialogue System:
* Text display with character name headers
* Character sprite display and switching (expression, based on speaker)
* Text speed controls
* Auto-advance option
* Manual skip button (player controls)
* Hide UI button to view artwork fully
* Audio integration for voice acting lines
Settings Menu:
* Music/sound volume sliders
* Text size adjustment
* Text speed adjustment
* Auto-advance speed adjustment
Save and Load System:
* 10 save slots
* Save anywhere during gameplay
* Load from main menu ONLY
* Save data includes all choices made, affection points, unlocked content, current location
**CHARACTER CUSTOMIZATION SYSTEM (Beginning of Game)**
Protagonist Setup:
* Name input field
* Pronoun selection (she/they)
* Choice between 2 protagonist sprite variants
* All selections stored and referenced throughout game
* Protagonist character showed side to the text/dialogue bar
Nickname System:
* ONE nickname chosen/unlocked for protagonist
* Used by love interest in certain dialogue scenes (not displayed as player name)
* Appears after reaching threshold
**AFFECTION AND PROGRESSION SYSTEM**
Hidden Love Points:
* Point tracking system for each of the 5 main love interests
* Points awarded based on dialogue choices (invisible to player)
* No "bad" choices, just different point distributions
* Thresholds:
* 60 points = healthy love
* 80-100 points = obsessive love
* Affects romance content and tone
Consequence Tracking:
* Flag system to track major story decisions
* Flags affect available dialogue options and story branches
* Persistent across saves
**MAP AND LOCATION SYSTEM**
4 City Map Navigation:
* Aghard
* Uryel
* Kur
* Loanh
Map Functionality:
* Visual map interface with clickable city locations
* When player clicks on a city, mini text appears with city history/details
* Location availability may change based on story progression
* All characters can be encountered regardless of route chosen
**ROUTE AND STORY STRUCTURE**
Route Selection Flow:
* Prologue plays for all players (\~8-10k words)
* After prologue, character selection screen appears
* Player selects which of 5 love interest routes to pursue
* Route locks in and plays through to ending
* Players can replay to experience other routes
Multiple Endings:
* 3 endings per route
* Each ending is 8-10k words
* Total of 15 possible endings across all routes
**CG GALLERY SYSTEM**
Unlockable Illustrations:
* CG illustrations unlock based on specific story choices
* Gallery menu accessible from the main menu
* Locked CGs show card/design placeholder
* Unlocked CGs show the actual illustration and can be viewed at full size
**UI IMPLEMENTATION**
Main Menu:
* New game
* Load game (10 slots)
* CG gallery
* Endings achieved
* Settings
* Credits
* Quit
In-Game Quick Menu:
* Save
* Settings
* Return to main menu
* Hide UI
Choice Display:
* Clear presentation of 2-4 dialogue choices
* Visual feedback when hovering over choices (*When the player moves their mouse cursor over a choice option,
something visual changes to show it's interactive and currently selected.)*
* No timer
**What I need from you:**
*Please review the requirements above and provide:*
1. Your proposed milestone structure for breaking down this project
2. Your cost quote for each milestone
3. Your total project cost
4. Your estimated timeline per milestone and overall completion
**Important note:** *We are currently a team working together, including a musician, voice actors, and an artist. You will need to be comfortable communicating and working in a group environment. I'm the writer and project lead.*
https://redd.it/1pxrb0t
@r_Unity3D
* No timer
**What I need from you:**
*Please review the requirements above and provide:*
1. Your proposed milestone structure for breaking down this project
2. Your cost quote for each milestone
3. Your total project cost
4. Your estimated timeline per milestone and overall completion
**Important note:** *We are currently a team working together, including a musician, voice actors, and an artist. You will need to be comfortable communicating and working in a group environment. I'm the writer and project lead.*
https://redd.it/1pxrb0t
@r_Unity3D
Reddit
From the Unity2D community on Reddit
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How to change language settings in UnityVersionControl?
I can't find language settings in UVC! All documents are written in English, but my UVC says in Korean! please somebody help!
https://redd.it/1pxstnl
@r_Unity3D
I can't find language settings in UVC! All documents are written in English, but my UVC says in Korean! please somebody help!
https://redd.it/1pxstnl
@r_Unity3D
Reddit
From the Unity2D community on Reddit
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How do you guys handle enemies in bullet hell / enemy-heavy games?
Quick question for people who’ve actually worked on enemy-heavy games (bullet hells, swarms, etc)
How do you usually handle enemies when there are a lot of them on screen?
Do you still:
Use Kinematic Rigidbody2D + colliders for enemies or
Skip Rigidbody completely and use custom collision checks?
I’m curious what’s worked in practice for you. Especially once the enemy count starts going up.
Any performance limits you hit, or things you wish you did differently?
Would love to hear how real projects handle this.
https://redd.it/1pxungx
@r_Unity3D
Quick question for people who’ve actually worked on enemy-heavy games (bullet hells, swarms, etc)
How do you usually handle enemies when there are a lot of them on screen?
Do you still:
Use Kinematic Rigidbody2D + colliders for enemies or
Skip Rigidbody completely and use custom collision checks?
I’m curious what’s worked in practice for you. Especially once the enemy count starts going up.
Any performance limits you hit, or things you wish you did differently?
Would love to hear how real projects handle this.
https://redd.it/1pxungx
@r_Unity3D
Reddit
From the Unity2D community on Reddit
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Some code from my game that has grossed 20k+
This was my first game I ever release, made it within a month and was still pretty new with programming.
I wanted to share this to show you guys that you don't need high quality code.. this is horrendous and when I look back at it I just think.. how was I so stupid?
The point is you're selling the game, not the code.
So focus on getting the game done.
Basically my \\"interactionhandler\\" is 900 lines long and every single text I appear to the player for interaction is it's very own text object and I turn them on or off based on what they are looking at.. each new thing is hard coded in.
https://redd.it/1py2afc
@r_Unity3D
This was my first game I ever release, made it within a month and was still pretty new with programming.
I wanted to share this to show you guys that you don't need high quality code.. this is horrendous and when I look back at it I just think.. how was I so stupid?
The point is you're selling the game, not the code.
So focus on getting the game done.
Basically my \\"interactionhandler\\" is 900 lines long and every single text I appear to the player for interaction is it's very own text object and I turn them on or off based on what they are looking at.. each new thing is hard coded in.
https://redd.it/1py2afc
@r_Unity3D
Another scene where our 2D concept didn’t translate well in Unity, so we rebuilt it in 3D.(wip)
https://redd.it/1pyi4mh
@r_Unity3D
https://redd.it/1pyi4mh
@r_Unity3D
Reddit
From the Unity3D community on Reddit: Another scene where our 2D concept didn’t translate well in Unity, so we rebuilt it in 3D.(wip)
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Can't get CameraSortingLayerTexture to work in 2D URP 6.3?
Set Scope=Global, Show In Inspector=false,
This thing took be 2 days to figure out (i'm pretty new at it tbh) - it was the Scope=Global that was the issue in my case.
https://redd.it/1pyl1ks
@r_Unity3D
Set Scope=Global, Show In Inspector=false,
This thing took be 2 days to figure out (i'm pretty new at it tbh) - it was the Scope=Global that was the issue in my case.
https://redd.it/1pyl1ks
@r_Unity3D
Reddit
From the Unity2D community on Reddit
Explore this post and more from the Unity2D community