I need someone who isn't incompetent at visual scripting, such as Unity Playmaker, unlike me [FREE/HOBBY] en (kbin.social)

Well, fuck it, I've spent over ten years trying to do this shit by myself, and I still have trouble executing any of my (comparatively simple) plans. So, suppose I'll reach out - I need someone to help me with visual scripting, preferably in Unity Playmaker. I have a spare chair if you need it. But honestly, if you have another suggestion for engines/tools, I'm all ears.

So, the background of it is that my brain isn't really 'spongy' enough to comprehend what the fuck I'm doing in game engines. I learned RPG Maker pretty well when I was younger, but since I had no desire to create a traditional JRPG, that was right out pretty quickly. I bounced around from engine to engine, always searching for something that would click, but Unity is the one I got the furthest with - and only then because of the visual scripting tools offered. Unfortunately, having fiddled with it since 2015, I'm reconciled to the fact that I'm just not suited to coding, even just conceptually. Reading and watching tutorials hasn't helped - I just don't grok it.

I can change/add/subtract things well enough, but I have no ability to conceptualize how to make the framework for any of the core mechanics I want to create. It always ends up a mess, and never doing quite what I need it to do. I've avoided working with others because I'm, well, not a particularly teamwork-oriented person. But after 10 years, I guess I'm coming to terms with the fact that it's gonna be teamwork or nothing - and it might well be nothing, considering my inability to pay, lol.

I have three projects I've been failing to get off the ground for years, and I'm down to do whichever you feel you're best suited to. All of these are 2D.

  1. The most complex, a WW1 roguelike. I actually had damage, health, animation, stats, hit chance, and targeting down before I had to scrap my furthest-along attempt. Trying to figure out how to map things to a coordinate grid, implementing a turn system, and making an inventory system separate from equipment wrecked me. I imagine dungeon generation would have wrecked me more, had I ever gotten that far.
  2. The middle child, a Connect-3-Gems style mech RPG, I've been working on since last summer. I managed to get the most basic functioning of the RPG down - the mechs could have different amounts of actions each turn, use different weapons, inflict damage, etc. But I couldn't get the 'connect 3' bit to work, which is kind of core. I had some unholy mess of calls and raycasts that had a delay after clicking on a gem match and sometimes would 'miss' connections entirely. Not ideal, obviously.
  3. The simplest one - I think - a puzzle road-builder. It just consists of having a set number of resources on pre-built maps, and then 'spending' those resources to build roads and connect towns together, which would then give you more resources and a final score. It's the one I have the least number of attempts in, because I have trouble grasping how to implement it in even the simplest way. I couldn't just abuse collisions like I did with the previous two.

As the title suggests, I can't pay any money for this, so I understand it's a longshot. The most I could offer is some old Humblebundle game codes, lmao. On the other hand, if you need writing or rudimentary pixel art for your own project, I could contribute in turn.

Obviously you'd also be credited as whatever title you prefer in the game credits, naturally.

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