I’m looking for a Nintendo DS developer who’s willing and able to help create a proof-of-concept for a serious Real-Time Strategy game on the platform.
The current goal is to create a working interface, or rather a GUI prototype, which will showcase most interaction techniques, as well as a very basic feature set. This may then well evolve into a full-fledged game of RTS, complete with solo-campaign, multiplayer skirmishes, small-group fighting and large-scale battles (yup, confidence).
Stuff to include at early stage, no particular order
- Two factions, several units each
- Primitive tech tree
Primitive fund raising
- Zoomed-in view of battlefield of some sorts (real-time action!!!)
- Overview map (strategic, interactive)
- Multiple unit selection (rubberband, »Shift-adding« etc.)
- Selection modification aka Micromanagement
- Unit grouping
- Markers (send units to markers, move view to marker etc.)
- Small and medium to large maps (battle areas/arenas as well as more linear progression — think Skirmish vs. Campaign)
- Menu navigation
- Touchscreen utilization
- Button programming
I’m looking for somebody who’s willing to create such a »game« based solely on concepts, rather than a theme/storyline. Graphics/assets at this stage will most likely be geometric forms, and there won’t be much variety in terms of multiple levels and surroundings. Also, there’s no complex AI needed at the moment, just various movable units scattered across a playfield, ready to be found, selected, inspected, advanced and sent elsewhere.
No story, no battles, no balancing.
I really and solely want to focus on interface first.
A second step would focus on creating a system of scalable Unit Stats. Ultimate goal would be a new RTS engine.
Be aware though, that I’m no programmer. I can’t write a single line of code. I can provide bitmaps and 3D-models, and lots of GUI-mockups, and that’s about it. :)
I’ll update this page as I see fit.
No German version available.