Мы ищем англоязычного разработчика для разработки игры подобной игре Clash royal но Multiplayer. Игра нужна «Под ключ».
Просьба обращаться только ответственным креативным исполнителям с опытом разработки подобных игр.
Ниже более детальное описание проекта.
what we need
- Game with the gameplay of monster strike and Clash royal .
https://youtu.be/1PXEC9nGf2M
https://www.youtube.com/watch?v=PT5nu9F-Bf0
We want a theme that is making the player feel he is the most powerful magician in history.
- every "fights /match" duration maximum 5 min. Their can be ranked match and unranked matches.
- single player (1% players used for practice and tutorials and testing troops against ai ) and multi player mode 1vs1 or 2vs2 (99% players)
- match played ranking online and rewards every "seasons" for ranked matches.
- unranked matches gives all players same mid level chess figures/cards of current players selections bag to fight in tournaments for treasures chests to allow xp points to be earned to level up in accelerated ways.
- clash royal is more like chess game with more moves and damages that every chess figure has speed and ways to move forward and also with striking distance and power (damage caused) and with life "health" to attack the opponents figures that varies .
- like in chess, only 4 ( in chess its 5) types of figures can be used in each match/fights. We call this a player s deck (clash royal and monster strike )
- every players have a bag of different (chess figures ) that gives them the ability to choose which chess figure they will want to use in the next match they will play
- the entire game have a maximum of 100 possible different chess figures, but every players must discover them/ earn them starting with 10 more "commun" types of chess figures..
- each chess figures are upgradeable by levels, which increases their "attributes" which allow them to be more effective during each fights/matchs. "experience levels" of each chess figure gives them the ability to, after reaching/ accumulating "next level milestones". The more a player uses a set of 6 specific chess figures, the more these 6 figures gain more XP.
- clash royal strategy focuses on placements and timings of placements of each figures on the board ( the terrain of each fight is happening ) to attack 3 towers of the opponent ( 1 king tower and 2 princess towers) , monster strike strategy focuses on how aiming with each chess figure inflict more or less damages including the velocity of the impact and its direction by the player controlling the aim and the speed of throw while placing each of hes chess figures on the board to attack an AI enemy.
- Maps ( boards, terrains of where each match is placyed) are having holes in them based on the terrains, rivers, obstacle that could stop some types of troops from given chess figures. And map selections is randomized by match by the game before start of each match.
- " match making" is based on player experience level to allow "fair fights" so that a level 10 doesnt fight againat a level 2 ans crush him in seconds.
We want our game to have 3 towers per player, be multiplayer 1vs1 or 2vs2, and exactly similar to clash royal while integrating throwing and frictions and ricochet physics of monster strike and damage visual of these towers ( new) with cool rates of handicap boosts based on chest figures combos chosen in the match ( new idea for mentaly give more strenght and advantage to reward players that takes more time to prepare their 6 chess figures than others) . Also, every time a player select a chess figure "mana/potion"/ indicator looses the corresponding amount from the king jar, and it takes time to refill ( every 1 sec 1 drop of potion is replenished) ( clash royal does this), which rewards the player choise of chess figures chosen.
***So basically, players throw any card ( chess figure) during a match, they decide of the direction of the throw and its speed but every card has a minimum/maximum speedits attrobute that it can reach no matter what is throw desired velocity( for example fireball cannot move in slow motion, same as lightning cloud cannot move ay high speed). All tho defensive cards can also be offensively used and vice versa, at its base each cards are defensives ( lightning clouds, fire wall , tar mud, spike barrage for example) and some cards are offensive ( fire ball, flying explosives barrels, lightning bolts, fingers of gods, enchanting spells of athena, alcohol barrel etc..). Upon impact, with troops or towers, damage is delt and taken by each troops. Everytime a card is thrown the mana potion is lost, and replenished over time.
Victory of each match/fights is exactly like the rules of clash royal: First player that eleminitates the opponent king tower wins " triple reward" and assures game victory instantly at any time. If no king tower eliminated by end of regulation time (5 min), player that elminated the most amount of queen tower from the opponent wins " equal reward multipled by towers eliminated" and if its a tie an " overtime of 2 min" is given to give extra chance for a player to win the match.
Clash royal with ability to aim where our troops are going and ricochet off of things, which changes the gameplay very much for a different dimension and more exciting to. The players making more skillful aa each troops speeds varies. Also the maps obstacles randomly changing between matches makes it for even More challenge. And bringing a different theme lile kings hiring magicians to summon all these creatures makes the player more immerced with catastrophic cards and epic making them feel like they are playing gods.
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