Flash-based MMO engine is sought; design is modeled after MUD (Multi User Dungeon) style games, with a graphical interface similar to japanese dating simulations or the popular "Fire Emblem" franchise. Engine is desired for use in multiple projects, the first of which would offer basic gameplay and later editions would expand.
Please note: this bid request is partly to find a developer as well as to get a feel for what the project would run. Depending on factors going into this, we may be able to move quickly on the project or more slowly.
## Deliverables
- Play is online, the user logs in to the interface, can interact with other players. Basic functions for communication and interaction such as sending items or aiding in combat situations important.
- The player views the world through the "eyes" of the player. They are shown an image ("room"), within which there are objects that can be interacted with, and areas that can be clicked to advance towards. Additionally, other images can be loaded into the room to represent items dropped/left, people in the room, etc.
Refer to popular MUDs for examples of game structure, including [login to view URL] (Realms of Despair); use attached files for interface concepts or refer to Nintendo's Fire Emblem series.
- Players create Character avatars who are given an array of statistical information, list of skills, and ability to collect and store equipment. The characters also possess identifying information such as name, gender, physical traits, etc. Engine should accept cell-shaded images and adjust colors or attach additional images based on established traits and equipment worn.
- Players randomly engaged in combat, combatant appears on screen. Other players in same room would see note in chat upon entry "Player X is fighting Combatant X!", other players could join in combat, "Aiding" one another with the option to decline offered help, and are inserted into iniative rotation.
- Engine should reference materials that administrators can add to, expand, and define, including rooms, non-player characters, items, spells, effects, classes, etc. This is a must; the engine should reference resources, such as background images, character images, item images, sounds, etc. and not require them to be compiled with the game OR we should be able to make compilations ourselves.
- Ability to cap features, remove caps, according to micro transactions
This part is mostly handled by us at NPU. The game is intended to be supported by micro transactions and on-site advertising; players can purchase access to areas, items, and removal of caps. Hence the request to store as much as possible account information on a MySQL database.
- Contact me with questions! I know mostly what I'd like to see in the engine, and if I've had a hard time enunciating it here, I can be contacted to clarify. I've attached a set of rough drafts of the interface style with the posting; use the HTML pages to get a feel for navigating the world, and the images themselves should illustrate the basic concept.
An engine from scratch is not necessary; if an applying studio has a basic engine already developed, we can gladly work out arrangements for use of that with appropriate modifications and instruction on its use.