Hi,
we are a group of developers currently looking for 3D modelers to provide art for our upcoming game "Project Ascension", as well as a 3D animator to provide character animations.
About the gameThe setting takes place in the future, on a planet currently in the process of being terraformed when an AI uprising cause a planet-wide conflict. While the planetary military manages to beat the mechanoids into a stalemate, wider society collapses into anarchy. Civilian survivors try to scrape out a living by either constructing primitive settlements in the country side or scavenging for supplies within the mech-filled cities, all while the hostile native flora and fauna begins to reclaim the terraformed sections now that nobody is working to drive them back.
The player is in charge of a small group of survivors in the woods, possessing only whatever supplies they fled their homes with and is tasked with constructing a ramshackle base to provide them with food and shelter before sending out expeditions into ruined cities. There the player has to take control of his scavenging party in tactical combat to fight hostile raiders and sneak past mechanoid patrols to find valuable machinery or supplies to bring back to base.
The goal is to keep exploring and expand the base with scavenged fabricators, solar panels, etc., eventually branching off into small outposts to claim additional resources (e.g. after overworld exploration turned up an abandoned mineshaft you can set up a mining outpost there, supply it with food from your main base while operating the decrepit machinery to extract valuable ore) until finally either defeating the AI, building a ramshackle spaceship or finding an intact and unclaimed one in the ruins to leave the planet.
There is an emphasis on managing and simulation of your survivors, similar to other management games like Dwarf Fortress, Rimworld, Prison Architect, etc. The tactical combat takes pointers from classics such as Jagged Alliance and XCOM to create a visceral and engaging experience, with an in-depth stealth system adding another layer of tension to ruins exploration.
About the team
We are currently 4 people working on this project:
- NoImageAvailable - Coder, Lead Designer - Experience in C#, Unity and game design through years of modding, most recently worked on Combat Extended mod for Rimworld, a massive combat overhaul that's been developed for over 2 years.
- Shackleberry - Coder - Professional web developer also experienced in Unity and C#
- Peppsen - Composer
- A Friendo - 2D/Concept artist
We keep an open and friendly work environment, where everyone is free to voice his ideas and opinions on features and design decisions. While we aim to commercialize the game, we all have a passion for what we're doing, so keeping the development pleasant for everyone is important to us.
Organizationally, we are using Discord for team communication and the GitHub project board to keep track of our goals and progress while maintaining the degree of flexibility necessary to react to unexpected developments. We believe in rapid prototyping followed by more extensive implementations in order to allow quick experimentation to find the best design approach while maintaining a good pace of development.
About our current state
So far we are 5 months into the process. We've experimented with several game engines until settling for Unity and prototyped a few potential approaches until we found a solid base to build our game on. Currently we are in the process of implementing actual mechanics and assets into the game.
We are aiming for a cel-shaded/toony art style with an isometric perspective. The overall mood is relatively sinister and futuristic. A few example assets:
Main Menu trackCity Ruins ambienceCitiy Ruins combatContact
If you are interested in joining, please contact me either via this forum (PM/this thread) or via Discord (NoImageAvailable#7185)