Game Designer/ Math Guy wanted for upcoming iOS/Android game
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Post a project like this1799
£3.0k(approx. $3.8k)
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AR/VR |Unity 3D Mobile Games | Blockchain | Mobile Apps | Web Apps | E-Commerce | UI/UX
Dubai
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London
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Description
Experience Level: Expert
We’re in the process of developing a new game for iOS and Android that involves a number of “creatures” (think Pokemon or monsters from Summoners War) that the player can acquire and battle, level up, etc. All of the creatures have been designed, but we need someone to help crunch the numbers to give them all unique combat abilities and give each one a clear role and create synergies.
THIS POSITION DOES NOT REQUIRE ANY CODING OR ACTUAL GAME DEVELOPMENT - YOU WILL ONLY BE BALANCING NUMBERS. CAN ALL BE DONE VIA EXCEL OR WORD.
There are 7 elements (Fire -> Ice -> Earth -> Lightning -> Water, and Arcane/Combat). Each element has 21 creatures in, so 147 creatures in total. Creatures can either be common (8 per element), rare (6 per element), epic (4 per element) or legendary (3 per element).
Each creature can have 3 abilities/spells (although common creatures only get 2) and one unique passive.
We’ve created a list of 196 abilities that you can assign to the creatures (given that there are a total of 385 “slots” to fill, that does mean some abilities will be shared by several creatures). The list that we’ve created can be changed and has just been designed to showcase the types of things we want to include.
We want each creature to have clear strengths and weaknesses, clear roles, and clear synergies that will create interesting combinations for players to discover.
Your role will be to assign abilities to every creature that we have in order to facilitate the above, and determine the numeric values for each of these abilities, along with the stats for each creature.
It is vital that you have experience playing turn-based combat games such as World of Warcraft, Summoners War, Pokemon, or Final Fantasy - or better yet, experience designing those types of games.
Our damage formula is as follows;
(((1000 * S * A / (D + 1000)) * R) * T) * E
Where
A = Ability Power of the ability being used
S = Strength of attacking creature
D = Defence of defending creature
R = Random value from 0.95 to 1.05
T = Same type attack bonus (either 1.0 or 1.2)
E = Elemental modifier (either 1.0 or 1.5)
Creatures can have the following primary stats;
Strength
Defence
Agility
Accuracy
Evasion
Health
Crit Chance
Crit Damage
Each ability will have an ability power value that affects its strength, an energy cost, and a cooldown.
Abilities may either do damage, healing, or apply a buff or debuff (or a combination of the above). Buffs and debuffs are outlined here;
Atk+ Increases the strength of the creature by 60%
Def+ Increases the defence of the creature by 60%
Agi+ Prevents application of debuffs and increases agility by 25%
Regen The creatures regains 5% health every time it acts
Acc+ Accuracy increased by 60%. Crit chance increased by 5%.
Resistance Increases the creature's resistance stat
Shield Prevents 100% of a fixed amount of damage [VARIABLE]
Immunity Prevents ALL damage.
Reflect Reflects a percentage of damage received back to the attacker
Auto-life Automatically resurrects the monster if it dies
Evasion Evasion increased by 60%
Atk- Reduces the attack power of a creature by 90%
Def- Afflicted monster's defence is reduced by 80%
Agi- Reduces the agility of the creature by 50%
Wounded Prevents all Healing buffs received (BLOCKER) [Heal = 0]
Acc- Accuracy is lowered by 90%
Stun Afflicted monster is unable to act.
Doom The creature takes damage equal to 90% of its maximum health after X turns.
Sleep Afflicted monster unable to act. If the monster takes damage, the sleep ends.
Zombie Healing spells deal damage instead of healing.
Shock The monster takes 10% additional damage from lightning attacks. Stacks.
Distortion Prevents passive effects from functioning
Burn Afflicted creature takes damage every time it acts. Damage proportional to the strength of the caster.
Poison Afflicted creature takes damage every time it acts. Damage is equal to 6.25% of maximum health of afflicted creature.
Bleed Afflicted creature takes damage every time it acts. Damage is proportional to the strength of the afflicted creature.
Taunt Afflicted enemies may only attack the taunter.
Other effects that can occur;
Strip Remove one or more buffs from an enemy.
Cleanse Remove one of more debuffs from an ally.
Some abilities may also increase or decrease the cooldown of other abilities.
If you are chosen to work with us, we will give you the full list of our creatures including images, and existing abilities, so that you can begin work.
THIS POSITION DOES NOT REQUIRE ANY CODING OR ACTUAL GAME DEVELOPMENT - YOU WILL ONLY BE BALANCING NUMBERS. CAN ALL BE DONE VIA EXCEL OR WORD.
There are 7 elements (Fire -> Ice -> Earth -> Lightning -> Water, and Arcane/Combat). Each element has 21 creatures in, so 147 creatures in total. Creatures can either be common (8 per element), rare (6 per element), epic (4 per element) or legendary (3 per element).
Each creature can have 3 abilities/spells (although common creatures only get 2) and one unique passive.
We’ve created a list of 196 abilities that you can assign to the creatures (given that there are a total of 385 “slots” to fill, that does mean some abilities will be shared by several creatures). The list that we’ve created can be changed and has just been designed to showcase the types of things we want to include.
We want each creature to have clear strengths and weaknesses, clear roles, and clear synergies that will create interesting combinations for players to discover.
Your role will be to assign abilities to every creature that we have in order to facilitate the above, and determine the numeric values for each of these abilities, along with the stats for each creature.
It is vital that you have experience playing turn-based combat games such as World of Warcraft, Summoners War, Pokemon, or Final Fantasy - or better yet, experience designing those types of games.
Our damage formula is as follows;
(((1000 * S * A / (D + 1000)) * R) * T) * E
Where
A = Ability Power of the ability being used
S = Strength of attacking creature
D = Defence of defending creature
R = Random value from 0.95 to 1.05
T = Same type attack bonus (either 1.0 or 1.2)
E = Elemental modifier (either 1.0 or 1.5)
Creatures can have the following primary stats;
Strength
Defence
Agility
Accuracy
Evasion
Health
Crit Chance
Crit Damage
Each ability will have an ability power value that affects its strength, an energy cost, and a cooldown.
Abilities may either do damage, healing, or apply a buff or debuff (or a combination of the above). Buffs and debuffs are outlined here;
Atk+ Increases the strength of the creature by 60%
Def+ Increases the defence of the creature by 60%
Agi+ Prevents application of debuffs and increases agility by 25%
Regen The creatures regains 5% health every time it acts
Acc+ Accuracy increased by 60%. Crit chance increased by 5%.
Resistance Increases the creature's resistance stat
Shield Prevents 100% of a fixed amount of damage [VARIABLE]
Immunity Prevents ALL damage.
Reflect Reflects a percentage of damage received back to the attacker
Auto-life Automatically resurrects the monster if it dies
Evasion Evasion increased by 60%
Atk- Reduces the attack power of a creature by 90%
Def- Afflicted monster's defence is reduced by 80%
Agi- Reduces the agility of the creature by 50%
Wounded Prevents all Healing buffs received (BLOCKER) [Heal = 0]
Acc- Accuracy is lowered by 90%
Stun Afflicted monster is unable to act.
Doom The creature takes damage equal to 90% of its maximum health after X turns.
Sleep Afflicted monster unable to act. If the monster takes damage, the sleep ends.
Zombie Healing spells deal damage instead of healing.
Shock The monster takes 10% additional damage from lightning attacks. Stacks.
Distortion Prevents passive effects from functioning
Burn Afflicted creature takes damage every time it acts. Damage proportional to the strength of the caster.
Poison Afflicted creature takes damage every time it acts. Damage is equal to 6.25% of maximum health of afflicted creature.
Bleed Afflicted creature takes damage every time it acts. Damage is proportional to the strength of the afflicted creature.
Taunt Afflicted enemies may only attack the taunter.
Other effects that can occur;
Strip Remove one or more buffs from an enemy.
Cleanse Remove one of more debuffs from an ally.
Some abilities may also increase or decrease the cooldown of other abilities.
If you are chosen to work with us, we will give you the full list of our creatures including images, and existing abilities, so that you can begin work.
Sam S.
100% (4)Projects Completed
3
Freelancers worked with
4
Projects awarded
50%
Last project
29 Jul 2019
United Kingdom
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