Please Note: All numbers can be changed and are just examples
The goal of Mailbox Simulator is to create an interactive game with various jobs and tasks that can be played by one person or can be played with friends.
Starting Off
Players start off with a basic mailbox and 1 mailman. Upgrades costs range from 1.5 to 2.5 times the previous upgrade price. Levels 1-10 are 1.5 and levels 11+ are 2.5.
Base mailboxes can hold a certain amount of mail and upgrading (or buying a better mailbox) can allow your mailbox to hold more mail.
There are 7 different mailman that each go by generic names and each has a different perk (1.5x cash, 1.5x XP, etc). The mailman has 4 upgradeable properties: Speed, Cash Multiplier, XP Multiplier, Inventory space (how much mail the mailman can hold).
This game is going to turn out somewhat like work at a pizza place. You can take roles like sorting the mail, delivering the mail, loading trucks, being the clerk, etc.
Our Team
@UndecidedFactor - Project Lead, UI Designer
Open - Scripter
Open - Modeler/Builder
Open - Modeler/Builder
Payment
Scripter - The scripter will be paid 40% revenue and $40 USD at the game launch
Builder/Modeler - 10% revenue and $30 USD at game launch
Please Note: 5-10% goes to the ui designer but the rest is for ads. Contracts will be renegotiated on game launch.
Contact
Contact me via Discord if over 13: Undefined#0002
Otherwise feel free to message me via DevForum
Why is one UI designer getting twice as much as the people building the entire map? Are you doing more than just UI? I’d suggest giving a higher percentage to the builders, because UI is rarely the most important element of a game.
Personally, I would love to be a creative department type guy who plans the updates and feeds the idea’s to the developers, if such were a thing. I’ll still DM you.
You’re trying to have a UI designer + a full stack coder. That’s not sufficient. It’s best to have your Ui designer handle frontend duties while your coder handles backend duties. This way an even amount of work gets done and you maximize development progress.
Typically, due to this, it’s going to be a nightmare for your full stack coder to plan and organize this codebase. If they’re inexperienced, it’s going to lead to overworking and possibly departure which sets your development goals back. Unfortunately, this is a critical time for a game’s success to take a gamble like that.
From my maths your getting 40% Just for designing UI the same as your scripter who will probs have the biggest workload, also builders being on just 10% needs to be fixed. Overall I think you should more evenly split the revenue and leave yourself a small share in the game