Grand RTS Game Development

Job ID: 40549857

Budget: €300 – €400 EUR

I'm seeking an experienced game developer to create "Marching Muskets," a grand real-time strategy game for both PC and mobile platforms. The game concept mirrors "Conquers 3" on Roblox but incorporates Mini Empires' pathfinding without tiles.

Key requirements include:
- Development for both PC and mobile platforms
- Gameplay mechanics similar to "Conquers 3" and "Mini Empires"
- UI design resembling a piece of paper

Ideal skills and experience:
- Proficiency in game development for PC and mobile
- Strong background in real-time strategy game mechanics
- Experience with Roblox game development
- UI/UX design skills for a unique, paper-like interface

Additional Details:
1. Building Placement: Free placement with constraints (e.g., farms must be on yellow circles, one farm per player per spot).
2. Functional UI: Includes all necessary elements for smooth gameplay.
3. Unit Movement: Troops move freely but slow down when reloading; basic Roblox smoke effect when shooting.
4. Pathfinding: Smart pathfinding inspired by Mini Empires, avoiding obstacles like buildings.
5. Formations: Troop formations as seen in "The Conquerors 3" (Video Reference: https://www.youtube.com/watch?v=Yy0iOur5Q4c).
6. Basic Movement Mechanics: Similar to "The Conquerors 3" (Video Reference: https://www.youtube.com/watch?v=WqaFbNHacLE).
7. Lobby UI & Skins: Includes code system for skins, skin shop, and customization options (layout to be finalized collaboratively).
8. Unit Offense: Troops deal damage to enemies, not allies in team battles.
9. Map Randomness: Random map selection each round (e.g., Waterloo, Austerlitz).
10. Mobile Support: Full functionality on mobile devices.
11. Queue Count: Countdown timer for matchmaking queue (system already added).
12. Forts Garrison: Allows one troop inside forts to shoot out from within.
13. Daily Rewards: Incentivizes player retention with free coins (used for skins) and resources (used in rounds).
14. House & Unit Limits: Customizable limits for optimization and balance.
15. Units Damage Buildings: Troops can damage enemy buildings only.
16. Building Functionality: All buildings (e.g., farms, barracks) are fully operational.

Video References:
a) Formations Example - https://www.youtube.com/watch?v=Yy0iOur5Q4c
b) Basic Movement Example - https://www.youtube.com/watch?v=WqaFbNHacLE
c) Pathfinding Example - https://www.youtube.com/shorts/uqm35xsdxNE