


Mad Studio we know now mainly runs on projects we’re physically capable to support. Most of the time, after a while, old games die out, either by being replaced by new projects that eat up our time (we’re still a bit small) or by simply ending its lifespan with the change of trends. There’s never a one perfect reason why those games end - actually, we decide to kill older games ourselves as Roblox is moving on to much more complex and varied games. HOWEVER the niche still stays there, no longer filled, players just go play games that are being supported. And it’s still a good slice of cake, but we simply put ourselves towards projects we are more capable to sustain with our resources.
What are we offering exactly?
A task on an already existing template for a decent game. We have a job to bring back something players demand but we cannot provide. To rewrite / fix Mad Studio’s older projects like:
Mad Paintball
Flaws: _-Has a server-sided memory leak_ _-Sniper scoping is fixed after breaking, the fix has drawbacks and it can completely break any moment_ _-Spawning is bugged up_ _-No Filtering Enabled (Is held up by an anti-exploit, but wont last long)_ _-Outdated in many ways (No UserInputService, old UI, no multiplatform support)_Best fix scenario:
-100% rewrite with mostly identical gameplay / content
Alternative scenario:
-Filtering Enabled support?
-UserInputService usage and multiplatform support?
The Mad Murderer
Flaws: _-The anti-exploit broke for this game (it's not Filtering Enabled) - it's a hacking theme park now._ _-Ancient Greek user interface._ _-Some elements that use physics are completely broken._ _-All sorts of annoying bugs due to generally being outdated._The only scenario:
-100% rewrite with new content types
Intense Swordfighting
Flaws: _-It doesn't work anymore, RIP_ The only scenario: _-100% rewrite, designing a different content approach_Darkness 2
Flaws: -Not Filtering Enabled and not protected by an anti-exploit -Random crashes. When I had to deal with it, after weeks of search I just assumed it was possessed -The game is not really balanced too well - some weapons can almost instantly murder the beast -Another possessed bug, spent tons of time searching why, but couldn't find why always the same person is being picked as the juggernaut.Best case scenario:
-100% rewrite (tell me something I didn’t hear, am I right) and a different approach to game content.
Alternative scenario:
-Game rebalancing?
-Filtering Enabled?
-New content?
* “Scenario” would be something you would have to carry out *
So those are the small, yet big projects. If I had to list the projects from easiest to hardest, it would be: Intense Swordfighting, Darkness 2, The Mad Murderer, Mad Paintball.
What this task requires:
-All-round Scripting knowledge, with a portfolio of a finished game.
-A taste for design - the ability to work with UI and general visual game effects.
-The guts to qualify for high Mad Studio quality standards and the will to finish the game to the end.
-Being able to comprehend game plans and put forward your own ideas and improvements.
-A responsive, communicative, always improving and hard-working person.
-A realistic amount of time per day comparing to the scale of the project. Less than two hours per day wont keep the project going fast enough and will probably result in loss of motivation.
Being able to build maps or do graphical design (icons / thumbnails) is not necessary.
I’ll gladly answer any questions about these projects, so ask away.
Though the main question will always be: "What interests me in taking up this project?"
-Recognition and guaranteed interest from the players - the reworked games will be advertised by banners as well as in-game in Mad Studio’s top games. The game’s splash screen will include your nickname so players could recognize you. I expect at least 2,000 concurrent players at release for any of these games.
-Development knowledge - working in a collaboration, examining these games and understanding what made them popular back in the day, finding out what standards changed and would fit those games better.
-Tagging along with the Mad Studio team. We do have a vision and the goal is to become a world known game development studio - maybe you want to be a part of that?
-Payments - The main payment would be on the release (Starting from 500k R$, highly depending on project), motivation Robux payments per project chunks (5k - 20k) and a percentage off project’s profits during game support. Further payment details and the rest of agreements would be discussed personally.
-Support - we pay a lot of effort into preparing fully comprehensive tasks. If you’re willing to work, we’re willing to work along and be as responsive as we can be, provide any help necessary.
Discuss here, message me by all means and just ask about all the details that matter to you. I hope we can put up some of these bad boys back on stage 
