Third-Person RPG Game Development

Job ID: 39593211

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