Looking for programmer! - Any system.

Hello! I’m a pixel artist and writer, and I’m looking for a programmer for a 2d soulslike/rougelike I want to make.

I’m looking for a godot or unreal engine programmer, ideally. I’m currently taking a few courses on coding, and I know how to create proper tilesets and spritesheets for games.
(Edits:)
I would be down for payment, but I would prefer to pay once work has been done on it. (I feel like just giving money to people saying they’ll work on it is an easy way for me to get scammed.)

The general concept is still being worked on a GDD, but the current idea is that it’s large sprawling maps that you have to explore and find weight to spend to level up. The gimmick is you’re slower the heavier you are, so you have to unlock shortcuts back to rest points.
I kind of wanted room for the developers to add their own ideas to it.

I’ve made a few 2D games in Unreal, just not anything good. Mostly platformers and the such. Paper ZD is a super good plugin for it.

Well you can’t just get someone without actually describing the job.

  • Is it paid or just volunteer work?
    • Pretty important actually. People rarely ever want to work for free, even if you’re making something really really good.
    • You don’t need to pay like you’re hiring a professional, I’d work for just a hundred dollars, and I’ve got 4 years experience in programming.
  • “2d soulslike/rougelike” isn’t enough. What else is notable about it? Describe it so that someone would genuinely want to spend hours of their day working on it without pay (assuming you aren’t paying because no one does here).
  • Don’t even propose using Unreal Engine for a 2D game. I don’t mean to insult you but every engine has its own uses and that isn’t one for Unreal. Just from that, it’s pretty obvious you don’t know what you’re doing, and more experienced devs won’t have faith that you will be a good project manager.
    • Godot, however, is a good choice, especially for a newer developer. It can take you very far.

Anyways, not trying to be mean, but do try to put a bit more effort into a job search post. Finding the right people for the job is very important.

I would be down for payment, but I would prefer to pay once work has been done on it. (I feel like just giving money to people saying they’ll work on it is an easy way for me to get scammed.)

The general concept is still being worked on a GDD, but the current idea is that it’s large sprawling maps that you have to explore and find weight to spend to level up. The gimmick is you’re slower the heavier you are, so you have to unlock shortcuts back to rest points.
I kind of wanted room for the developers to add their own ideas to it.

I’ve made a few 2D games in Unreal, just not anything good. Mostly platformers and the such. Paper ZD is a super good plugin for it.

In general, there’s no way to entirely avoid getting scammed whether it’s for the worker or their boss. The best way for most projects is to either offer weekly pay or offer pay per milestone accomplished (for example, a game has 10 levels, a main menu, and a special ending level, so you pay for the main menu, each level, and ending level individually). Weekly pay gives you stability and milestone pay encourages quick work.

Large sprawling maps are often quite a bit of work but it depends on the scale of the game and the quality and detail of the maps. Personally I’m not a fan of decreasing speed in most games unless it’s really well executed because the long wait is only hot at first and eventually just becomes boring. Interestingly, there was a demo for a platformer game recently where you instead got faster (though some things got harder in exchange) and that made the game way more fun than it otherwise would’ve been.

As an artist yourself, I’m surprised you’re against that method since that’s the most common form of commissions. As Aimil said, there’s no method of payment that would guarantee not getting scammed, but for me a “work first, payment later” method makes it far closer to being a job than a fun side hobby that I have an obligation to see through. However, this may be different for other people of course.

It sounds like this project is way too early in the design stage to get someone on to program it. There’s no story, no characters and no general plot to follow, so to start making a game now would be an impossible task. There’s far too many unknowns to work around at this point.

I don’t want to appear like I’m shooting this down, but when all we know is a general rogue/souls-like with decreasing mobility (which sounds like hell personally) and maybe male & female furries based on the tags, there would be so many changes and revisions made that any programmer you would find would likely quit partway through. And even if you did find someone willing to go through it all, if you follow through on your payment offer you’ll end up paying them a hell of a lot more than if you started with a more solid design foundation.

My advice would be to spend some more time properly formatting your idea so you have a more comprehensive proposal for any prospective developers. Craft the world we’re playing in, a general overview of the plot, introduce a character or two, give an example of your artwork so we have an idea of what this will look like. It doesn’t have to be a completely realised concept with all the intricacies of the exploration and combat systems worked out, but a broad pitch of the game (and how it ties into the fetish) would go a long way.

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I appreciate the replies. Will be making a mockup GDD and reposting this.