Third-Person RPG Game Development
Budget: $750 – $1,500 USD
I'm looking for an experienced game developer to create a third-person RPG for PC.
Key Requirements:
- Design immersive game worlds and engaging storylines.
- Develop complex character models and animations.
- Implement intuitive third-person controls and mechanics.
- Ensure high-quality graphics and sound design.
Ideal Skills:
- Proficiency in game development engines (e.g., Unreal Engine, Unity).
- Strong background in 3D modeling and animation.
- Experience in narrative development for RPGs.
- Knowledge of AI programming for NPC behavior.
This is based on a Bleach game here is everything i need.
Game Development Requirements
Combat System
Full-featured combat system.
Support for sword clashes (triggered when two players swing simultaneously).
Charging animation for energy usage (Reiatsu).
Visual & Audio Effects
Visual effects (VFX) for all classes.
Custom VFX for each of the 7 classes (and 9 total including subclasses).
Transformations with VFX (models already provided).
Particle effects for each class.
Class-specific outfits with unique cosmetic effects.
Music and soundtrack integration.
Classes & Abilities
9 total classes, each requiring:
5 unique moves.
1 transformation (models provided where needed).
Custom skills per class.
Special roles (e.g., Leaders and Captains) need:
14 custom skills (shared among Leaders and their Captains).
7 custom transformations or skills.
7 status boosts for Leaders.
Ability access tied to group rank (e.g., only a "Head Captain" can use a specific ability).
NPCs & Bosses
AI system for both NPCs and bosses.
Event raid system for bosses and "Menos Grandes" encounters.
Reward system with "Soul Coins" dropped from bosses, usable in a cosmetics/outfit store.
Player Progression & Anti-Cheat
Point system that tracks NPC kills per player.
Publicly viewable to verify progress and detect potential exploiters (e.g., high level but low points).
Anti-cheat system.
Game Passes & Monetization
Game passes to unlock:
Special classes.
Exclusive teleportation zones.
Temporary buffs (e.g., 2x HP for 4 hours).
Automatic return teleportation after time expires.
Teleportation & Movement
Teleportation system:
Allows short-range teleportation within a fixed radius.
Teleports for special game pass zones.
Weapons & Equipment
Existing weapon models need:
Custom buffs and status effects.
UI & Menus
Class selection menu.
Group joining menu for players to form teams or squads.
Transformation & Customization Systems
Transformations for all classes.
Visard system:
Custom masks for Soul Reapers who become Visards.
Solo boss quest to unlock Visard form.
Hollow class enhancement:
Choice of one of three effects: regeneration, increased AoE, or increased damage.
Animations
Sword draw and sheath animations.
Charging (Reiatsu buildup) animation.
Game Development Task List (Phase 2)
Core Systems
Charging system:
Visual effect and animation using provided models.
Retsu (energy) consumption needs to be balanced across skills.
Transformation system:
Includes visual effects, stat buffs (e.g., movement speed, HP regeneration).
Walk speed and healing should be enhanced during transformation.
Class selection menu:
GUI updates needed for legal/copyright compliance (class names, move names).
Weapon selection system:
Includes animations and equip/unequip functionality for all weapons.
Teleportation system:
Standard teleporting.
"Arrow teleportation" move bug fix (should not damage the user).
NPC & AI Systems
NPC general behavior:
All NPCs should detect and attack players when nearby.
Use existing player combat animations.
Do not include knockback effects.
Hollow NPCs:
Appear and teleport in Menos Forest and Las Noches.
Use claws and swords; basic claw animations included.
Menos NPCs:
Must lock onto targets and fire energy beams.
Quincy NPCs:
Shoot bows at players when within range.
Arrancar NPCs:
Use sword-based attacks.
Teleport to players and swing swords.
Include one skill with a ranged blast.
Teleport should include a 2-second afterimage effect.
Dangai NPCs:
Include one blast skill and teleport-to-target sword attack.
Combat & Skills
Modify existing skills (balancing, effects, retusu usage).
Add sword clash mechanics:
Both players are pushed back when swords collide simultaneously.
Weapon balance:
Adjust damage and swing speed for each weapon.
Class buffs:
Implement later (stat enhancements per class).
Custom skills:
To be added later based on PvP testing and ranked roles.
Custom masks:
For Visard characters.
Environment & Locations
Map & world development:
Soul Society: nearly complete.
Hueco Mundo: nearly complete.
Las Noches: nearly complete.
Locations to be built:
Hell
Dangai
Quincy Palace
“TG” (needs clarification)
Hollow selection menu (future addition):
Players pick their Hollow type.
Each Hollow has unique effects:
Healing boost
Increased damage
Damage reduction
Faster attack speed
Enhanced movement speed
Visuals & Audio
GUI:
Adjust interface for legal safety (copyright-safe names and terms).
Weapon effects:
Check and integrate any effects made by Mane (if applicable).
Animations:
Adjust current weapon swing animations.
Determine if more skill animations are needed after PvP testing.
Add animations for equipping and unequipping weapons.
Boss music:
Play specific tracks when bosses appear.
Server music:
Add background music that plays upon entering the game/server.
Cosmetics & Customization (To Add Later)
Cosmetics store (outfits, visual effects).
Customs tied to group ranks (e.g., specific skills for ranked users).
i might have reput some old ones in there by accident but you get the picture
Key Requirements:
- Design immersive game worlds and engaging storylines.
- Develop complex character models and animations.
- Implement intuitive third-person controls and mechanics.
- Ensure high-quality graphics and sound design.
Ideal Skills:
- Proficiency in game development engines (e.g., Unreal Engine, Unity).
- Strong background in 3D modeling and animation.
- Experience in narrative development for RPGs.
- Knowledge of AI programming for NPC behavior.
This is based on a Bleach game here is everything i need.
Game Development Requirements
Combat System
Full-featured combat system.
Support for sword clashes (triggered when two players swing simultaneously).
Charging animation for energy usage (Reiatsu).
Visual & Audio Effects
Visual effects (VFX) for all classes.
Custom VFX for each of the 7 classes (and 9 total including subclasses).
Transformations with VFX (models already provided).
Particle effects for each class.
Class-specific outfits with unique cosmetic effects.
Music and soundtrack integration.
Classes & Abilities
9 total classes, each requiring:
5 unique moves.
1 transformation (models provided where needed).
Custom skills per class.
Special roles (e.g., Leaders and Captains) need:
14 custom skills (shared among Leaders and their Captains).
7 custom transformations or skills.
7 status boosts for Leaders.
Ability access tied to group rank (e.g., only a "Head Captain" can use a specific ability).
NPCs & Bosses
AI system for both NPCs and bosses.
Event raid system for bosses and "Menos Grandes" encounters.
Reward system with "Soul Coins" dropped from bosses, usable in a cosmetics/outfit store.
Player Progression & Anti-Cheat
Point system that tracks NPC kills per player.
Publicly viewable to verify progress and detect potential exploiters (e.g., high level but low points).
Anti-cheat system.
Game Passes & Monetization
Game passes to unlock:
Special classes.
Exclusive teleportation zones.
Temporary buffs (e.g., 2x HP for 4 hours).
Automatic return teleportation after time expires.
Teleportation & Movement
Teleportation system:
Allows short-range teleportation within a fixed radius.
Teleports for special game pass zones.
Weapons & Equipment
Existing weapon models need:
Custom buffs and status effects.
UI & Menus
Class selection menu.
Group joining menu for players to form teams or squads.
Transformation & Customization Systems
Transformations for all classes.
Visard system:
Custom masks for Soul Reapers who become Visards.
Solo boss quest to unlock Visard form.
Hollow class enhancement:
Choice of one of three effects: regeneration, increased AoE, or increased damage.
Animations
Sword draw and sheath animations.
Charging (Reiatsu buildup) animation.
Game Development Task List (Phase 2)
Core Systems
Charging system:
Visual effect and animation using provided models.
Retsu (energy) consumption needs to be balanced across skills.
Transformation system:
Includes visual effects, stat buffs (e.g., movement speed, HP regeneration).
Walk speed and healing should be enhanced during transformation.
Class selection menu:
GUI updates needed for legal/copyright compliance (class names, move names).
Weapon selection system:
Includes animations and equip/unequip functionality for all weapons.
Teleportation system:
Standard teleporting.
"Arrow teleportation" move bug fix (should not damage the user).
NPC & AI Systems
NPC general behavior:
All NPCs should detect and attack players when nearby.
Use existing player combat animations.
Do not include knockback effects.
Hollow NPCs:
Appear and teleport in Menos Forest and Las Noches.
Use claws and swords; basic claw animations included.
Menos NPCs:
Must lock onto targets and fire energy beams.
Quincy NPCs:
Shoot bows at players when within range.
Arrancar NPCs:
Use sword-based attacks.
Teleport to players and swing swords.
Include one skill with a ranged blast.
Teleport should include a 2-second afterimage effect.
Dangai NPCs:
Include one blast skill and teleport-to-target sword attack.
Combat & Skills
Modify existing skills (balancing, effects, retusu usage).
Add sword clash mechanics:
Both players are pushed back when swords collide simultaneously.
Weapon balance:
Adjust damage and swing speed for each weapon.
Class buffs:
Implement later (stat enhancements per class).
Custom skills:
To be added later based on PvP testing and ranked roles.
Custom masks:
For Visard characters.
Environment & Locations
Map & world development:
Soul Society: nearly complete.
Hueco Mundo: nearly complete.
Las Noches: nearly complete.
Locations to be built:
Hell
Dangai
Quincy Palace
“TG” (needs clarification)
Hollow selection menu (future addition):
Players pick their Hollow type.
Each Hollow has unique effects:
Healing boost
Increased damage
Damage reduction
Faster attack speed
Enhanced movement speed
Visuals & Audio
GUI:
Adjust interface for legal safety (copyright-safe names and terms).
Weapon effects:
Check and integrate any effects made by Mane (if applicable).
Animations:
Adjust current weapon swing animations.
Determine if more skill animations are needed after PvP testing.
Add animations for equipping and unequipping weapons.
Boss music:
Play specific tracks when bosses appear.
Server music:
Add background music that plays upon entering the game/server.
Cosmetics & Customization (To Add Later)
Cosmetics store (outfits, visual effects).
Customs tied to group ranks (e.g., specific skills for ranked users).
i might have reput some old ones in there by accident but you get the picture