At Parts Studios we are a group of individuals striving to create something enjoyable all around the ROBLOX community. We plan on providing multiple games/simulators to give back to the community that will help us form our future. The game we are creating is a Wild West Simulator based off the 1860s. The core concept of the game is you spawn in with a starter weapon and there will be a desert/field surrounding you. There will various leveled Bandits that spawn around the desert and you’ll need to take them out and collect their skulls. Once your inventory is maxed on skull you’ll take them to the bank and exchange it for gold. You’ll use this gold to purchase upgrades for your weapon, buy new hats that will give you perks, Items from the Saloon that will boost your speed, power,and much more.
We are looking for a professional Modeler to model anything from 1860s weapons to Lowpoly scenery. This task will not be the easiest so you’ll need to be ready for a task. Please only contact us if you have Professional Experience and are completely serious about this as much as the rest of the team.
A list of a few things we’d need:
Weapons|
Starter Weapon:
Colt Model 1860 New Army
Pistols:
Colt Single Action Army
Colt Walker
Cooper Pocket
Manhattan Navy
Rifles:
Sharps Model 1867
Winchester Model 1866
Winchester Model 1876
Winchester Model 1892
Various types of western hats/bandanas
Various types of beverages for the Saloon
Various types of Lowpoly Scenery
Now, this is not a full list of items that will be needed for this game. Things could be taken away and added by the time of launch in late May of 2019.
Payment
Payment is divided between all 4 devs. Each Developer will receive 20% of daily income from the game. the other 10% will be put into advertisements for the game. On the day of launch, I myself will be putting 100k into advertising the game. This should boost the game for a bit and should pull in a good amount of income. Once we start having a steady income i will start putting daily advertisement on to the game.
Contact Us
You can contact us here on the Developer Forum or via:
Twitter: x.com
Discord: Edxnn#6969
Roblox: Edxnn
How is someone meant to pay their rent for a job you call full time when the game is in development? You may want to reconsider your choice of phrase “full time”, or offer someone enough to get by.
Unless I’m misunderstanding something, it still looks like they’ll have to go a long time without pay, which can be problematic to people who do need to pay their rent.
How much revenue does your game earn? What compensation are you offering if your game falls flat and doesn’t make enough to support the amount of work put into this project by all developers?
Taking a percent is always a gamble with any game. The point to taking a percent with a startup game is making the assets and hoping that the game really gets far as far as how much it makes.
The game could make 5R$ or 5,000,000R$. The point of a percent is to hope it makes the most for you.
Providing compensation isn’t a thing most devs do if they’re offering a percent, since they’re probably offering percent because upfront isn’t an option.
Not necessarily. The point of being offered a percentage is knowing that you will be earning part of the game’s revenue in exchange for the maintenance of the game and providing it with assets.
Often when provided with a percentage the studio that is hiring has enough revenue to support large payouts with each percentage given or they distribute compensation if their revenue falls flat to make up for the effort that the developers put in without receiving appropriate pay.
I can tell you that I personally am not going to give a project my all for a percentage of a low-earning game without the guarantee that I will get pay equivalent to the work I put into the project and I can also assure you that this will not be the case with many others.
Compensation should always be on-hand if a percentage is being offered. If you aren’t ready to pay developers proportionate to their earnings should your revenue fall flat, you don’t deserve to hire.
That’s how it should be in theory, but it isn’t.
Developers starting out just wanting to make a game do not have enough money to just shell out, which I can understand.
What you’re suggesting to is much different than the reality of it. People don’t take percents because they want to hire flat anymore. For most people, if they hire flat the job will more than likely get done rather than if they were to offer percent, which makes sense.
I would know this considering I was in the same position and everyone I communicate with knows it like that, as well as being a community rep for hidden devs for a long time and getting questions related to that.
That’s how it should be. Period. What are you attempting to say by suggesting otherwise? Developers are not going to give it their all if they aren’t going to even be guaranteed that their work will yield decent pay.
Starting projects are one story. A lot of projects have base funds to give for small proof of concept work or build upon fundamental material that they have. Other projects present an idea that hopefully does make enough. Whether it succeeds or falls flat, they make up for the lost time and effort through compensated pay. Compensation should be given. I wouldn’t work for a project that does not promise me pay equivalent to the work I put in.
I can’t tell what stance you’re trying to make here. Are you against compensation or are you saying something else? Percentage is not a “gamble” that people have to take. It is up to the employer to set up the terms and employees to negotiate if at all possible. Compensation should be offered.
If you wish to continue this conversation, please DM me and/or post that you’ll be following up. A public thread is not the appropriate place to discuss this and I was not expecting this conversation to extend for as long as it has. Let’s not derail the thread.
i do agree, compensation should be on-hand if all else fails. But i have so much faith in my game that I feel as if i wouldn’t need it. But yes i do agree with you.
To add my two cents, a lot of people/Studios I’ve seen use the compensation + percent. It’s a guaranteed X amount of $ throughout the development of the game (usually paid for hitting milestones) + a percentage once the game releases.