Mad Studio game revivals

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any moment_ _-Spawning is bugged up_ _-No Filtering Enabled (Is held up by an anti-exploit, but wont last long)_ _-Outdated in many ways (No UserInputService, old UI, no multiplatform support)_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_-Some elements that use physics are completely broken._ _-All sorts of annoying bugs due to generally being outdated._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 :slight_smile:

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What is your timeframe for each/all of these? As in, would they have to be completed by X months from now or so.

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The time frame is completely set according to your pace as a developer, after getting to know each other and what can be expected to be done in a set interval of time. The task we’re talking about involves a lot of game elements that tend to be redesigned or completely remade during the development process, so this would be completely based on you.

A healthy time standard for these specific games is to not extend over 2 months. 1 month for a minimal viable product should be the goal.

I hear a lot of developers on Roblox extend way over that. I’m talking about time to prepare the game though, not the time spent supporting it - that goes for as long as you want to. The difference, however, is that these projects are already there to base your rework on - the tasks are far more clear and you don’t need to stop for who knows how long until you can brainstorm something that would let you continue work.

Apocalypse Rising alpha was made in a week from what I’ve heard :slight_smile:
I’m not even aiming close.

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sees mad studio in collaboration thread

gasp

reads description

aw

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ooooooo aaaaaaaa oooooooooo

interesting

Well shoot, there goes my application.

Always up for making thumbnails if you need some done! :thumbsup:

If you don’t choose to make them all FilteringEnabled you’re a (excuse my language) dingus. Bring your games back to the 21st century!

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Brb getting a surgery for 6 arms.

If it’s going to be a rework, then yes - we’re aiming for FE.

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I might make some concept thumbnails if you want some done.

AW YEA

This is honestly one of my favorite games on the site; exploit protection and the crashing fix would be amazing, let alone more content like maps, beast powers, weapons, etc. In my opinion though, the balancing is great. The OP guns like the shotgun and laser rifle are pretty uncommon, and if a player knows what they’re doing at all as the beast it’s pretty easy to win playing him. Plus, when a player does happen to get loaded with two shields and a dozen shotties it makes them an actually scary target that you actually need to approach with a strategy.

While I don’t think I’ll be able to contribute, I’m definitely hyped for a D2 revamp and feel like it’s due.

And about crashing servers, it always seems to happen when the beast kills a player. Not sure if that helps you though.

This topic is temporarily closed due to a large number of community flags.

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So yeah that happened. Let’s pick up where we left off, shall we? FilteringEnabled should be the obvious goal for all of these projects, to avoid them being (entirely) stolen. Especially if they’re going to be remade into more recent iterations.

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I’d be interested but the fact that you want a finished game is making this hard on me because the only finished game(that was a decently sized game) that I worked on was Tiny Titans and even then I only coded and designed the interface which wasn’t too much of the workload. I do code quite a bit on my own but never finish my games because I usually lose interest within a month or two.

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That’s just it - it’s either finish or don’t finish, there is no try.

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This is a great opportunity though the only “games” I actually finished are little tech demos, not something meant to hit the front page. But that’s not why I replied here.

Like others have said if you are looking to make these games alive again it is (in my opinion and many others) best if you redo them though with Filtering Enabled. Not only will it make your game more secure against thieves but it will make everything 10 times better/easier.

Best of luck with these, I can’t wait to see them on the front page!

Is this really worthwhile for the payment? Don’t your games make way more money then that in, like, a few days? Where are the % cuts? Why shouldn’t I say, make intense swordfighting on my own? Is just your advertising power worth that much lost cash?

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For me, you, and probably other top developers this is not an attractive offer, but I can definitely see this model work for other devs. He is providing fully fledged out designs that have been proven to work and be succesfull, builders who will make the maps any game needs to succeed, graphic designers who will provide all the assets you could requests and probably a good time within a team of developers as well. For that he will obviously receive a greater % than you will since this is a risk-free profit-guaranteed offer. “Starting from” 500k R$, regular small deposits and a percentage of profits (even 10% of Mad Studios’ profit will get you through college with only 50% of the investment of any other full time job) seem like a fair reward.

It’s not my cup of tea and you’re probably in the same position, but for anyone who does not have a full team established this could be a great way to get into one. Especially when everything is taken care of for you (I’m only spending 25% of my time on actual development while the other 75% is business/communication/management/whatever)

edit add:
To put this into another perspective: If I’m hiring a freelance artist or anyone else to work on a popular project, I’m not paying him three times as much just because my project happens to be successful. I’m paying him a competitive and decent price which might be a bit higher than others because I might feel more generous, and the possibility to become part of a project on a more regular basis which will yield a regular income. While I’ll earn more than this artist (perhaps even with working less) I don’t see how I would be to blame. This is (perhaps unfortunately) how every industry works.

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