The Composer role will be responsible for some of the following:
-Music for roaming, quest sequences, battles, regional areas of the world, etc.
-The general style of roam music is much like Animal Crossing, upbeat, soothing and positive, with more intrumentals and exceptions for battle sequences and region specific areas.
You can see our work on our twitter: [login to view URL]
Its legally/technically a minecraft mod, however we have changed so much of the base code that its a different game entirely. We will be porting to its own IP if the game is a success as a minecraft mod with our subscription model.
ChronoCraft is an MMO-RPG based around time travel, some of the technical features include:
-Distributed Architecture(allows for thousands of players on one map. All out war is possible as a result)
-Player Shops(Can own them and hire for them)
-Player Economy(Nearly everything purchased was acquired by another player)
-Multi-branching Quests(Accompanying quest making tool)
-Player housing(Own a house and alter the interior of buy one of the few farm lands provide produce to the towns)
-Custom Animation system(modular design)
-Custom Fast paced Range and Melee combat
-Player Restaurants(Be the chef, the waiter, host, etc or run the restaurant yourself. Similar to running a shop. Food mechanic encourages those roleplay moments)
-Enemies/monsters with different combat attributes throughout the timeline
-Projectile system overhaul
-Overarching story-line with reoccurring characters
Etc. Etc. Etc. (Most of all that above is mostly completed^)
My name is Kurt Graebener, Im the Project Lead/narrative designer. Id be happy to show you our workflow/tools/assets in real time and answer any questions you may have(pay, work, scope, design, anything). You can contact me [Removed by Freelancer.com Admin for offsiting - please see Section 13 of our Terms and Conditions]
Yes this is paid, its not free work for "exposure"(I know that plagues the community of creatives, being one myself)
As you may be aware from our twitter, this is a subscription model game. We have been approached by investors and declined their funds in order to keep the culture clean and increase future personal returns for each member of the team. Instead we all work full time jobs and do ChronoCraft as a second job without pay currently. The most concise payment structure is a "Conditional profit share for continued work with an exit option". Essentially, you get paid either way if you decide to exit prematurely, but understandably the real money is in the continued work for the subscription game. There are other developers we have worked with, current and former, who would vouch for the above statements too^
No one gets paid until we are generating a profit after launch. The only exception is anyone on the team who leaves(or has left) before launch, we have paid them $50(not much, but its what we can afford and promise we can keep). This is because we do not accept 'free work' on principle. After launch we will split the profits. Our goal is for everyone to be paid above market rate. There is no limit to the pay as we will all make more as the project makes more profit, but the increase wont be 1:1 ratio because of other costs like expanding the team, advertising campaigns, etc this is to encourage the continued success of the game. When ChronoCraft generates enough profit for all of us to work on it full time as our primary job, the rate of increase of pay will differ between members on the team, with the the most tenured hires who have also spent money on the project getting a higher rate of increase in pay as the project grows, but this shouldnt be a problem for the newer hires who will also continue to see their pay increase above and beyond market rate still.