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FloweryVA

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A member registered 10 days ago · View creator page →

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Hi Danilock, your dialogue system is why I'm writing. You built one properly, branching choices, audio through the sentences, and then just put it up free on GitHub so any project can install it. That's a builder move, and the ability and quest systems on your portfolio are basically my game's backbone.


I'm Radley, I'm directing a 3D dreamcore game called SIMULACRUM. Two brothers, the younger one gets trapped inside a console's dream world, the older one guides him by controller and investigates where the thing came from. Combat is built around dodging and parrying bullets, and the rest is exploration, investigation, minigames, voiced cutscenes. Voice casting pulled 140+ auditions in a week and the cast is mostly set. What I need is a lead coder who wants to own the whole build, not tickets.


Terms said plainly: revenue share core role, written agreement before any work, no upfront pay. We'd start with a small trial slice of the parry fight before anything bigger gets agreed. I know your post is a bit older, so fair warning I'm asking cold, what have you shipped since, and what are your realistic hours like these days?


Project page: https://floweryva.itch.io/ and I'm radleyrutherford on Discord if that's easier. Either way thanks for building that dialogue system, more people should ship tools like that.


Radley

I'm Radley. I'm directing a 3D adventure game about two brothers. The younger one brings home a new console hoping to reconnect; it traps him in a world made of lost dreams. The older one guides him through the controller and investigates where the thing came from. It's got RPG combat built around parrying bullets back, a lot of comedy and warmth, and something unsettling under all of it. First demo milestone is the opening plus chapter one: a dream-world circus that used to be safe.


What exists already: the story and world are written out in detail, voice casting ran on Casting Call Club and got 140+ auditions in a week (cast is mostly set), writers are working, there's a GoFundMe up, and I have a developer doing early build work. What I don't have is a gameplay programmer who wants to actually own the systems — combat, interaction, dialogue — instead of being handed tickets. That's a core seat, and it comes with a revenue-share agreement in writing before any work starts. Percentages reflect the weight of the role. I'm not going to pretend the money is guaranteed; it depends on the game selling. What I can guarantee is the scope gets agreed with you, not dumped on you.


Also open, same written-agreement terms: a 3D modeler for characters and props, and environment help on the circus. And if you're earlier in your craft and want a small, bounded piece (a prop set, one concept pass) for credit and portfolio, those exist too — scope agreed up front, nothing open-ended.


If you reply, send: your role, a portfolio link (itch/ArtStation/GitHub — something you actually shipped), your realistic hours per week, and the thing you're proudest of. Here or Discord: radleyrutherford.