Sol Studios
About Us
Howdy! We’re Sol Studios, a development team creating a story based MMORPG called Forgatherer. We’re only a two person team as of now and our game has huge plans that would take us far too long to complete by ourselves. We’re pretty serious but like to have a little fun as we work of course. Creativity is highly encouraged!
About our Game
We don’t plan to start devlopment on this game again until March 2019.
Game Description
Forgatherer has a unique turn combat system merged with a real-time combat system. It takes place in a fantasy-like world with our own made up creatures you face, but also has a heroic and sort of dark story, you will also face other villains in the story that aren’t creatures. The game revolves around equipping items, turn/tile/timing based battles, quests, PvE, PvP, Trading, Co-Op 4 player boss battles, and more!
Battle System
To get into battles they either initiate after story cutscenes, you get spotted by a hostile creature or a character that is on guard and happens to spot you, or you bump into a peaceful creature and initiate a fight with it.
You battle in phases essentially.
During your attack phase you spam a key to deal damage but based on the weapon you have equipped you can only hit so fast.
During your dodge phase the enemy uses attacks specific to them but it random patterns, the player then remembers these attacks in order to get better at avoiding getting hit by them.
The game is basically tile-based inside of battles, you can dodge left, right and back basically.
Now if you have a pet equipped you will have another phase where the pet uses their ability, some heal you, some attack the enemy, others inflict statuses like poison, static, and burn. Weapons can also inflict these statuses.
Other Gameplay Mechanics
You will obviously gain EXP from defeating enemies which goes toward a stat for your level.
To unlock more locations to explore you have to complete certain story quests, which can be challenging.
The gameplay mechanics are complicated yet simplistic all at once. You have 3 inventories; weapons, accessories, and pets. The game is multi-place and you can travel between locations using your “menu cube.” Accessories and weapons are both purchasable with in-game currency but can also be rarely dropped by enemies you face as well. Now for pets you have to defeat a mini-boss creature in their nest and then a cutscene will play where you take their egg and hatch it in an incubator. The pet you get is based on random chance, but pets will also be able to be upgraded into stronger ones with new abilities using our second in-game currency called Ethernas.
In-Game Currencies
Gatherons: Common coins dropped from enemies and found all around the maps while exploring. We may make developer products to boost how many of these you gain.
Ethernas: Rare gem-like currency dropped in small amounts by enemies, bought with robux, or earned through very tough quests.
Planned but not yet developed features
Player on Player combat, 4 player boss fights, trading, extra minigames involving pets, quest system, obtaining eggs from mini-boss fights (with cutscenes) that will hatch into pets, leveling/exp.
Story
The story starts of pretty mellow but gets very intense. So basically you’re just a person living in a village on an island, your dad has been teaching you how to use a sword. And you eventually decide to enlist in a group called the Forgatherers. The Forgatherers hunt overpopulated species, research creatures, and even raise newborn ones as pets. You travel with them, starting as a low rank, and helping out the other Forgatherers to gain a reputation. But later in the story a new virus starts to break out, but it seems to be more than just a virus, since it’s corrupting the environment as well as making creatures go insane and change appearance. The Forgatherers start to hunt down those creatures, as well as look for a cure so they can stop it from spreading. The antagonists of the story are members of a secret organization that creates artificial creatures, but the cost of making these artificial creatures is usually the lives of natural creatures. The other antagonists are an evil cult trying to create an evil god of a creature, they are very shady and secretive, and do not like it when people interfere with their plans.
The Team
@AvidAethon - Lead Scripter, Environment Design, UI Graphics, Modelling
@magicmage12345 - Animator, Environment Design, Music (only some of the music in the game), Scripting
Both of us do the story writing and we’re open to ideas also.
You can see our progress so far here: Forgatherer Testing Grounds - Roblox
About The Job
Requirements:
- Fluently speak English
- 13 or older
- Small portfolio of your work
- Communication and collaboration skills
- To be able to speak with us regularly
We are looking for people who work in various things but we mostly want assets for the game.
We’d like any of the following:
- Some professional or intermediate 3D modelers to create meshes for the environments or creatures.
- One or two scripters to help out with performance, bug-fixing, or any of the not yet developed features found above.
- Some animators to both rig and animate new creatures.
- Possibly some translators, preferably Spanish
Our modeling style for the creatures is where we have them in pieces that we upload as separate meshes and then put together as a character rig in Roblox. Right now our models aren’t too professional and they don’t have to be either.
Example
For animating we want animations for each attack an enemy can use in a battle, dodging and attacking animations for each weapon variant, animations for interacting with certain objects in the environment, animations for characters in cutscenes, and more. This game relies on animations heavily.
We have no idea what to do for translating yet as we’d have to remake some scripts to implement it and we haven’t really looked into it yet at all, but hopefully we’ll learn and find some people to help out in that area.
We don’t care when our developers work as long as they get what we need done on time, especially since time zones will most likely get in the way.
Payment
We currently don’t have a ton of robux to spend on assets yet but we’re hoping to earn a lot off this game as well as finally achieve creating our dream game.
If you prefer small one-time payments here are our prices:
- Weapon/accessory/environment models: 200-2,000 R$ each.
- Creature models: 1,000-4,000 R$ each.
- Attack Animations and movement animations for one specific rig: 500-3,000 R$
Prices are completely debatable, and make sure to ask us for approval before creating an asset so we’ll know for sure it’ll make it into the game. We’ll mostly be giving out tasks for those who apply though but each and every one of you will have the freedom to give us ideas and contribute your own unique designs.
Prices may be boosted up based on our revenue from our other games.
If you prefer a percentage of the game’s future revenue through group funds and to maybe work with us in team creates or other means, we will start by giving you 2-5% based on the job you’re doing but we’ll raise this to up to 10-15% based on how much work you’ve done with us.
Those wanting group funds are not to work on the game until development starts back up.
We only want up to 10 people or less to work with us.
Keep in mind, we’re not starting development of the game again until March 2019, but for now we will be accepting some assets!
Don’t get your hopes up too soon as we don’t know 100% if we’ll work on this game again, but the chances are very likely, we may delay it further than March if we have to but we’re hoping that’s a reasonable enough time to start this up again.
Contact Us
You can contact me through my Discord as AvidAethon#0746, or through my Twitter https://twitter.com/AvidAethon
Preferably Discord for those wanting a percent of the group funds.
Thanks you for your time, we really appreciate it and hope to release this game before the end of 2019! This truly is our dream game and we want to get it up and running in at least the alpha stage before the end of 2019.