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I recently discovered Adon237's CLOSET Triad Deck and I immediately fell in love with it. I only wished it had more cards for the project I had in mind. I wanted a full triad experience with a nice progress curve, many different opponent hands, and a deep element of card collection. It was stated that we could make our own cards to add to the deck, so I thought I would retool a larger deck using CLOSET battlers. This deck currently has 65 cards across 5 rarity tiers. I have chosen the cards, and assigned default values to them. The pdn is loaded up with portraits, frames, backgrounds, and the numbers. Before I commit to these templates, I would really like to know it's a decently balanced deck. If there's one thing I don't have, it's a mind for math and numbers. I'm a story guy, haha. 'XD I'm looking for one or two people to help me look over things and balance the deck out. There are a few elements I've added in that might be a bit unique for Triad decks. I put a minimum/maximum value on each rarity tier starting out to help balance the progression of tiers. I added in 6 themed card sets that make for functional hands and promote lingering on certain tier opponents to collect every card. The card values also reflect the attributes of the given portrait - in most cases - and within reason. This may hurt the overall balance of the deck, but that's why I'm recruiting some help. Fresh eyes and a fresh perspective. The Deck template is stored in a standard Google Doc for editing. If you agree to participate and help out I can add you to the Doc for editing. You will be credited in any project the deck is used for, and if I can get the green light, I will be sharing the deck for public, non-commercial use, so you'll be credited even further, provided that is possible. And of course you'll be given a copy of the deck in exchange for your labors, as this is a ton of cards. 'XD This is something I won't be giving myself any form of credit for. Adon237's Triad Deck Edit Template (Google Docs) Thanks for your time.
*NOTE: This is a paid indie project. I'm not claiming to be from Studio Ghibli.* Hey everyone, I'm a longtime fan of RPG Maker, back from the RM2K3 days. It's my first time posting here and I acknowledge I'm a newcomer on this board so thanks for letting me join :) I read through the forum rules so I believe I'm posting in the right place, but if there's a better spot for this please let me know. Thanks! Anyway, I'm looking to hire a Developer/Designer to help create an unofficial RPG adaptation of the movie Whisper of the Heart by Studio Ghibli. The game will not be sold or anything-- I am just giving it as a gift to my sister (this is her favorite movie). I love RPG Maker, but am my skills are pretty basic and it's been a while since I made a game, so I'm hoping to hire a freelance developer to run with this. This is an unofficial adaptation but the job itself is paid. Payment is $400 for the entire project. Before we get started, we'll agree on a timeline for how long the project will take (based on your recommendation) and we'll set up checkpoints along the way so you can get paid while in progress. You'll be credited as the lead developer/designer (or however you want to be credited), and will have significant creative direction over the game. I also like to think this would be a fun addition to a portfolio! The game will be a classic RPG (in the style of EarthBound, Dragon Quest, SuperMarioRPG, early Final Fantasy) and should be created using RPG Maker MV (I need the final output to be playable on MacOS). It should have some original maps and graphics, but doesn't need to be anything too fancy. I'm also fine if you use/adapt existing resources from RTP, the movie itself, and other sources. The gameplay doesn't need to be difficult or complex--in fact, simple is better. A linear game path and standard gameplay conventions are all perfectly fine. I have a more detailed outline of the game that I can send to you via PM, but overall the most important things are that: (1) The game is fun to play (2) It keeps the general plot points, characters, and themes of the original movie (3) It keeps has the look and feel of the original movie, including whimsical tone and sense of humor as the Ghibli movie. Some game inspirations I have in mind are EarthBound, SuperMarioRPG, and PaperMario. PM me if this sounds like an interesting project to you. I'd love to see samples of your games. *Major bonus points* if you love Studio Ghibli films! Thanks! -JD p.s. I am also attaching a screenshot of quick 1-hour prototype I made for the game. As you can see, it's pretty elementary, which is why I'm looking to hire someone here!
MinisterJay posted a topic in RecruitmentTHE MERCHANTS OF EVERLIVE Throughout the United Chiefdoms, it was known that Everlive was the city of opportunity. Exotic items and delicacies were to be found that were not available anywhere else. Merchant caravans ventured to Everlive hoping to sell cheap items the city needed, and also buy the quite expensive items the city offered. Back in other towns, they could make very high profits on the select items that they invested in. There also was a reason that the items brought such high investment returns. Only about one out of ten caravans, that entered Everlive, ever exited the city... The lands around Everlive were very hostile. Making the conditions worse was that the sole fresh water source had twenty foot high walls, with archers stationed on them to stop anyone from reaching the river. It was known as The Walled River. It was walled for over thirty miles, starting at Everlive Mountain, all the way to its mouth, at the ocean. Even at the mouth, archers and pikemen prevented access. The poorest and most numerous people lived from two to ten miles from Everlive. They offered cheap items. Food caravans could make a little profit from selling food to them. It was almost guaranteed. Water caravans could make more profit, but they were often targeted by desert bandits. The poor people were known as the Low Merchants. The people living closer to, but not in, Everlive were known as Mid Merchants. The soil was better than the Low Merchants area. Simple gardens could supply their food. Some specialized in growing plants that had very deep roots reaching an aquifer that ended about two miles from the city. The Mid Merchants tended better protection. They could afford better weapons. Those closest to the cityâ€™s gate could even afford a guard or two. To different caravans, a little more profit could be made trading with the Mid Merchants. The High Merchants lived in the walled city of Everlive. Little was known about them. It seemed as the few caravans, that exited the city, were sworn to some sort of secrecy. Everlive, itself, was near the top of the mountain sharing its name. One known fact was that very high profits could be made. Another fact was that food caravans were not allowed to enter the city. About two miles northeast of the furthest area of the Low Merchants, away from Everlive, was The Mount. To get to it, there was a path that forked away from the main road. Like everything else pf value, it was walled in. It was controlled by The Minerâ€™s Guild. You needed to make some easy coinage, so you decided to be an escort for a food caravan heading to the Low Merchants of Everlive. It has been about two days journey across the desert, following the coastline. You hear camels grunt their complaints. Ahead, you see a cloud of sand, getting larger, coming closer. Itâ€™s desert bandits... RPG BIZ â€‹ Imagine a game system where what you do in REAL LIFE gains you experience within the game. Here are different areas in Real Life that gain you experience in the games. 1. When you submit an article for a magazine or write a story for a game, you get SCRIBE experience. 2. When you submit poetry for the magazine or a game, you gain BARD experience. 3. When you recruit new members to our community, you gain LEADER experience. 4. When you submit artwork, you gain ARTISAN experience. 5. When you submit music compositions you gain PERFORMER experience. 6. When you submit plugins, you gain BUILDER experience. 7. When you play one of our community's games, you gain WARRIOR experience. 8. When you financially invest in our community, you gain MINER experience. 9. When you submit puzzles, you gain MUSER experience. 10. When you financially donate to our community for another member to receive MINER experience, you gain GIVER experience. 11. When you submit an entire game, you gain ARCHITECT experience. If you look carefully you will notice the words "submit" and "play". You are reading correctly, you gain experience for submitting and playing. You get even more experience if your submission is used in a game or game supplement (example: magazine). You get even more experience for successfully playing an entire game. With submissions, you may gain a lot of experience for making a lot of submissions, but for certain level advancements, there will be requirements for submission to be used, or proposed to be used in a game or game supplement. The membership into the community is free. Members that have their submissions accepted in a game or magazine may receive compensation, when that particular game or game supplement, has made an income. With higher profits, bonuses may be given to members who have high levels of different game categories (bard, leader, artisan, performer, builder, warrior, minor, etc.). As you can see, there are a lot of positions available for this massive project. We need a large variety of writers and poets. We need artists to create enemies, 'museum' artworks, unique flora and fauna for the landscape, title screen, chapter screens, facesets, etc. We need music composers with different styles. Plugin makers can be a great asset in creating new experiences for the players. These and other positions are available. â€‹