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Soccer Legend Online C# Canada ONLY !!!!

IN CANADA LIVING FREELANCER ONLY APPLY PLEASE !!!!

Hi,

my name is Zvonko Ilicic founder of True Illusion Software a small indie team currently working on Soccer Legend Online. A mix between FIFA Soccer Club Mode and a open world concept ala GTA.

more info at [url removed, login to view]

or [url removed, login to view]

We are a licensed publisher and developer for Sony and Microsoft.

And looking for Freelancers or Full-time / Part-time programmers living in CANADA ONLY , in Toronto Area is a PLUS. All other freelancer please do not

respond.

This project will allow us to submit the game to Steam for Greenlight and Early Access.

Also I will include a extra large picture explaining what needs to be done. Sorry for all the long explanation just

want to give you a better understanding before you say Yes or No.

Mostly implementing UI Login Image and MainMenuGUI with the exact images I have designed

1. AI starting line up script who needs to read the Database data extracting all Members of a specific Club and compare there stats to set the best player on the best positions. ONLY one simple comparison like explained in the picture (Striker ShotsONGoal divided by Goalsscored) first three best set as striker and so on. We have already C# and php files communicating with the Database setting stats , username,password and reading it so this can be used to read the clubname and playerstats as well. This script is setting the names like shown in the ClubLobby GUI

1. Timer script which is the most difficult one I would think , the timer is counting down the minutes for the start of the next match (match schedule clubX vs clubY is set for every day and time) when it's time to play , the timer script needs to load the soccermatch with the Matchroom Name ClubXClubYIDofDay and load it for all players who have pressed the button ready in there CLUBLobbies. The important thing is that the game is creating a serverhost who is the first one creating this match NOT the player to prevent cheating. Our game is based on Badumna Multiplayer Networking and how it works is that the first user who "creates" the matchroom is normally the host who can create NPCs and has to host all the workload. The AI Cars in the Video are hosted by a serverapplication I start first before anyone can enter the game (if not started no Cities can be entered) we have to find a way on how to have 24 of similar hostclients run on our server and change there matchroom name every 30minutes , why 24? because of 8 matches per division (2 teams) and 3 divisions per Nation with 16 teams each. We have already mono running on our Ubuntu server and the Badumna SeedPeer is being executed in the background to establish the connection between other peer's.

ClubLobby GUI see picture ( I have all the images) this should be loaded as a separate Badumna Matchroom scene depending on what Club the user is belonging to and if no club lobby exists he is the first one to create others can join. (Standard Badumna PRO Matchroom creation).

Soccer gameplay rules and AI logic see picture, we have it already working that player can host/join a soccerfield and pass,kick,lob,header the ball to each other(mecanim) see video. I also have Soccer characters which we will use for the AI with soccer animations (legacy), the one guy from India has done some stuff you can use it if you want or just follow the above strategy. So only the gameplay rules(ball out , corner,free kick,[url removed, login to view]) and the AI logic are what you have to work on (which is mostly triggers if the ball comes in the area AI goes towards ball keeps distance and randomly tries tackle animation which

Saving all user player stats to the database (only for the one with the ready button value = true)

Taidot: C# -ohjelmointi, C++ -ohjelmointi, MySQL, PHP, Unity 3D

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Tietoa työnantajasta:
( 0 arvostelua ) Canada

Projektin tunnus: #7468500

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