[WIKI MANAGER GREATLY NEEDED] I am looking for contributors for Twardy 2.0!

[IMPORTANT ROLE NEEDED] Wiki Manager

The Wiki Manager keeps the wiki up to date and occasionally releases (approved) teasers on the wiki.


What is Twardy 2.0?

bully walker teaser

Twardy 2.0 is a top-down, pixel-art soulslike with a massive scope. The White Being has chose you to destroy the world before it destroys itself by reaching High Emissary, the ex-ruler of the Mainmap. There will be 8 endings, 147 bosses and 97 areas for you to explore and discover secrets along your journey. There will be many friends and foes to meet who will explain the deep and tragic stories of this world, from the Spider civil war to the retirement of High Emissary.

Why Collab?

For the past year, I have been the only developer, designer, and tester and have been actively developing the game. Due to the massive scope of the game and the amount of jobs I am juggling, I need your help if I want to give this game its full potential.

Expectations

While you can work at anytime you want, there will be some expectations/rules you need to follow:

  • Contribute to the project on GitHub.
  • Communication is on GDevelop Forum.
  • Work on assigned issues only.
  • Pull Requests are reviewed before being merged.
  • Suggestions are welcome (and encouraged), but I make the final decisions.

Roles Needed

Though I will still remain the Lead Designer, composer, and artist, there are a plethora of roles that I need people for.

Most roles can have more than 1 member.

Management :clipboard:

Assoc. Task Manager [ALL SPOTS TAKEN]

The Associate Task Manager helps me organize tasks and decide what to do next.

Development Team :technologist:

Level Developer

The Level Developer implements the area layouts into the game. They also create cutscenes.

Boss Developer

The Boss Developer implements bosses into the game.

Tools Developer

The Tools Developer creates debugging tools, GDevelop extensions, and automation for the game.

Systems Developer

The Systems Developer implements mechanics (e.g. Abilities & Equipment) into the game.

UI Developer

The UI Developer implements menus, HUD, inventory, and achievements into the game.

Asset Integrator

The Asset Integrator imports assets and non-boss animation.

Documentation Team :page_facing_up:

Design Document Manager

The Design Document Manager keeps the GDD updated.

Wiki Manager

The Wiki Manager keeps the wiki up to date and occasionally releases teasers on the wiki.

Closing

Thank you for reading this post.

Feel free to ask any questions regarding this post.

I don’t suppose employees get paid? (that’s a crazy amount of roles)

Also, try not to be too ambitious when planning out your game, do something manageable is good.

Thanks for the advice!

Yes, collaborators won’t be paid. This is entirely voluntary. Though the game has a large scope, the scope has been locked, and I have been developing the game in segments called Chapters.

Would you like to help out?

Not really, kind of too busy with my own massive game haha. Worlda, you know.

Hello @99Studios , I’m available on this collaboration, i would like my role of being a UI designer.

Hmm… interesting… very interesting..

You’re welcome

Thanks for reading!

Would you like to help out?

I can be anything but a sound engineer, documentation team, or tester.

I will be honest with you, I skimmed most of that, but I am going to fully read it tonight

To be honest, I think your game Twardy needs an entire design and gameplay overhaul + a new name, Twardy just doesn’t work. And if you do get someone to help you, ask them to redo the pixel art and the music, it would be massively improved.

Thank your for your honesty. (The game is called Twardy 2.0, BTW)

Twardy comes from me randomly selecting letters until they made a pronounceable word. Apparently Twardy means Hard in Polish, so I interpret that it represents the difficulty of the game (that is planned). The 2.0 is there because this game is technically a sequel of my game called Twardy, though “game” isn’t really the right term. (You could plant seeds, plant seeds… did I mention you can plant seeds?) Twardy 2.0 has been the game’s name for so long, it would ruin the SEO and marketing if I changed it.

The gameplay has already been overhauled TWICE, and I am currently working on new areas that will be more difficult than the first ones. Also:

THE GAME IS IN EARLY DEVELOPMENT.

I have already hired a composer, and I will no longer make the music for the game.

As for the art, the whole point was to bring back the retro art of the 80s.

Also, I’m always told that the game’s art needs to improve. They never tell me how.

…So, are there any roles you would like to apply for?

Ok, how.

Yeah the pixel scaling needs to be consistent throughout is one thing,

The main character could use walking and idle animations that are separate,

Pixel art could use depth and shading,

Environment could use terrain and tilesets.

games such as ultima v in 1988 had quite pleasant graphics

That’s a bug.

I intentionally use pixel scaling to convey moods (though some of it are bugs).

Working on that in the next major update.

I forgot to switch the map from a tiled sprite to a tilemap.

Pleasant in one pair of eyes can be irritating in another’s, and the other way around.

Also, you never answered my other question. Are there any roles you would like to apply for?

Oops sorry about that, no, I would not like to apply for a role, but I am happy to provide some pixel art help if you ever need any.

Pixel scaling all at one scale is ideal and more professional

Honestly though, how big of an audience is following the changes, and would be affected if you changed the name?

I mean, how bad can it be?

I don’t see anything wrong.

The background environment can’t just be a blue wall with lots of little dots.

The hearts on the top left are composed of much larger pixels than the boss and character, it would look much better if they were all the same scale.

Also, the boss art could use better design, it looks like a ball attached to a mound?

for reference, I don’t even think my game Worlda is complete, graphically speaking.

My screenshot is of an arena. The boss is the Souless Queen.

Also, my game isn’t even close to fully complete and I am still wrapping up the 2nd overhaul.

Cool game, BTW.

Thanks!

for an arena, I would suggest making a sandy, circular vague shape that the character could move around in, with obstacles and features that can be interacted with.

Anyone else think the initial post looks a bit ChatGPT?

The emojis, organization, and vague roles such as “implementing bosses?”

On another note, as a solo developer, I think some of these roles in themselves have a giant scope. They most likely will take multiple volunteers to get finished, which may end up in an inconsistent style.

You’d be surprised at how much you could get from free assets instead of custom work, and that might solve your problem.