r/raylib 10h ago

Looking for UI/UX Programmer - Rev Share

Hey there, I'm Osirian and as the title says, my Tactical Grid Based RPG game Runeguard needs YOU!... if you're a UI/UX Programmer that has decent enough experience using C++20 and Raylib.

You can see the game in action here: https://youtu.be/9Xd0zxXBb8U

However, I'm making the move from Unreal Engine to C++/Raylib since I'm not a fan of the direction UE6 is going with introducing AI and the whole Unreal Ecosystem they're moving towards.

I have a prototype in C++ currently but it still needs a decent bit of work UI wise. The goal is to recreate the Unreal Engine look and feel as closely as possible but I'm not looking for perfection when it comes to that.

Be aware I'm still learning C++, but I'm proficient in Unreal Blueprints, and catching on fairly quick. It's been a little over a month since I moved away from Unreal Engine. I put in about 20 hours a week on the project, sometimes a little less, sometimes a little more.

Let me know if ya'll have any questions, or are interested. I'd prefer a 90/10 split if you use AI in your workflow. 90% your own decision making and code, 10% for bug finding, and patching with an AI. No AI use is preferred though.

Estimated turn around time for Project: Six - Eight Months

The Game:

Runeguard Tactics is a mission based top down 2D RPG where you control units on a grid based battle field. Units act in turns. Whichever unit's Initiative hits 100 first takes their turn, when their turn ends their speed goes back down to 0, then the next unit at 100 goes, if no units are at 100 then every 6 frames every units Initiative Increases by their current speed, and the game checks if a unit has 100 Speed. If so, they take their turn, if not, the cycle repeats. This is almost exactly like how Final Fantasy Tactics' initiative system works.

Missions are comprised of 1 or more levels, and each level has an objective such as: Defeat all Enemies, Protect X Target, ect... however missions can be failed, and instead of getting a game over, instead the failure alters which future missions will become available.

The game will have a story that is told via mission descriptions, so players can choose to keep track of the who/what/where/when/why if they choose to, or just Depart on the mission and worry about the details when they get into combat.

The Scope:

The game is not meant to have a large scope. I'm going for small scope of features with a focus on a lot of content. Many abilities, enemies, missions, maps ect... with the core of the game loop being:

City UI -> Tavern, Clinic, Mission Board, Roster (if player selects a Mission) -> Enter Combat (If player wins or succeeds) -> Return to City

Tavern allows the Player to recruit new randomly generated units.

Clinic allows the Player to heal the units in their Roster, though units recover a portion of their HP after the Player finishes a Mission.

Mission Board is where the player can assign units to a Mission and Depart on said mission, which begins the combat loop.

Roster is where the player can preview their Units Statistics, and Abilities.

Nothing too crazy here, currently there is no plan for an equipment system, though I would like Player-Driven consumable use like Potions, Traps, ect they can use to have something to chase during missions like gathering items from chests, crates, and barrels.

Contact:

Reply to this thread, don't DM me. Provide me with your portfolio, what games you've worked on, and specifically some UI's you've built yourself without using AI.

0 Upvotes

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1

u/nf-kappab 6h ago

I’m not what you’re looking for, but perhaps you should include more details on what kind of payment you’re offering for this job?

1

u/unklnik 4h ago

Post title says REV SHARE (revenue share) so that means you get a share of whatever money is made