IntroductionVia Stella is a 2D RPG, Sandbox Simulation Game set in a non-fictional interstellar environment that makes use of Earth governments; European Space, Asia Minor, Asia Major, United Federation, Russian Space.
RPGVia Stella is an RPG because it has elements of character customization, skills, levelling up, experience, inventory, equipment and so forth. High customization is the key element to making the RPG-side of things enjoyable.
SandboxImagine The Elder Scrolls on an interstellar scale. Go where you want, do what you want, meet who you want, explore where you want. Fight what you want, Fight for
who you want, or fight for what you want.
Explore blindly, learning to great depths the history of how the current affair of things came to be, read in-game books, experience other cultures and laws... you get the idea. Freedom.
However, there will also be a "Main Storyline" the player can follow, or sub-storylines and minor missions.
The Main Storyline will have the player experience a gameplay that takes them to the far reaches of space and to experience elements of the game they may find by rare chance otherwise, and to ultimately change the galaxy as it is known.
Sub-storylines are plots that the player can experience that may change small parts of the galaxy, themselves or individual entities.
Minor Missions are classic hand-out quests that will evolve - or devolve - a relationship with the included parties.
SimulationVia Stella is a Simulation because the player will need to keep his character's needs fulfilled. These include Hunger, Thirst, Sleep, Bladder and Hygiene. Beyond this, employable NPCs will have other needs such as Stress and Trust.
On the technical-simulation side of things, the ship that the player may fly will be a simulated environment. The player will need to control core temperatures, flight paths, atmospherics, and basically keep the ship from falling apart through maintenance.
Key FeaturesThe key features that should be a draw to people is the game's freedom, depth and simulated experience. We want the player to feel truly attached to their ship, to be able to walk around it as well as simple "Board and Fly" it. They should be able to put up posters, to change bed-dressing or to tweak the Operation System of the ship itself.
This is quite a large project, but if released as a base package, attention can be kept and prolongued with consecutive releases to expand the world and available missions, plots, people, items and events in-game.
ProfitI plan to attempt to sell the game through Steam, exposing it to millions of people. If the game was sold at a poultry cost of £4 ($6-ish) and caught the attention of 1/1000 - that's one person for every thousand people - of the 4,016,222 user count
(Current statistic, 19/11/2011, 15:11 GMT+0) ... that's £16064.88.
If expansions of very-decent quality were released thereafter at at half the price, that's still a ton of profit.
So, what do I need?I am in requirement of a Musician and Graphics Designer. Whilst I'm capable of completing the Pixel Graphics myself, any who are able to prove themself moreso capable are welcome to apply.
MusicianFor Via Stella, I want music that fits each situation differently. In combat, blood-pumping. In exploration, soft, mysterious, enchanting.
The genre I am looking for is a violin-lead crossover with club/techno. I believe a low, soft beat with the occasional synth, whilst the trill of a Violin in the lead could suit the day-by-day life quite well, whilst it could also be cranked up heavily for violent encounters.
Vanessa Mae - Storm (Four Seasons)Vanessa Mae - Toccata & Fugue In D MinorAlbeit, as wonderful as it may sound, I imagine it would become quite the drone to hear the same genre over and over throughout the game.
As a result, I believe that having no music in some locations would be better, and exchanging with the hum-drum of the location. For example, on the player's ship, it could simple by the droning of the engine, the occasion bleep and computer noise.
I would also like to have "Concerts" and "Clubs" in the game. The clubs may play your usual club-techno music, whilst concerts may be solo artists with their respective instrument.
Considering this is a gameworld set on humans, you don't need to worry about alien instruments, and we can even chip in some classical pieces.
This next part is entirely hypothetical, but it would be favourable to have a selection of radio stations available. This could be quite demanding though, so it may be part of an expansion in the future, if at all.
Graphics DesignerWhilst I am able with Pixel Art, I am terribly ashamed that my College years went to waste, two years of working with photoshop and I have picked up so very little in the terms of Graphic Design. I have the ability, but just not the skill to create pieces worthy of display.
As a result, I find myself in need of somebody who is able to create graphic backdrops for menus and display items that would be used on the main screen, for example.
PayI have no available coin, but I am willing to share a fair % cut of future profits, as long as you aren't slacking off or half-assing your part of the bargain.
What's to stop me from using the above as an excuse not to pay you in the end? As I previously mentioned, I hope to keep expanding on this game. Therefore it would make no sense to cut off a valuable resource for short-term gain, which would endanger long-term gain.
What do you have so far?So far, In planning, I have a basic 36-page document that introduces each feature of the game, which I hope to expand with input from team-members as they see fit for requirement.
Development-wise, I have the map, male sprite sheet and the an example room layout made.
Team-member-wise, RulerOfNothing is programming, and I am pixelling.
The game is early in development and recently regenerated, due to a failed previous team.
First Draft, Untextured, No lighting set.
Meant for development usage, not eye-candy.
One stellar name missing, woops.
Interested?Drop me a PM or a message on this thread showing you are interested, with details of previous experience as solo or in a team, any past works available and how long you've been doing it for!
Thank you for your time,
Azkanan.