Full Coding for 16-Bit Horror
Budget / SalaryHourly project
TypeFreelance project
LocationRemote
Posted2 hours ago
A retro 16-bit horror adventure is ready for its code backbone. The pixel art, environments, and audio are already well underway; what remains is the entire gameplay logic.
Scope
• Character controls: smooth 2-D movement, context-sensitive interaction prompts, and controller/keyboard support.
• AI behavior: unpredictable enemy pathing, simple state-machine–driven stealth detection, and basic NPC scripting.
• Inventory system: pick-ups, limited slots, item-use events, and save/load persistence.
Engine & Language
Unity with C#, Unreal with C++, or Godot with GDScript all work for me—choose the stack you feel most confident with and outline why it suits the project.
Workflow
1. Set up a clean, documented project template.
2. Implement core systems iteratively, sending playable builds after each milestone.
3. Refine based on my feedback until we reach a polished vertical slice.
Acceptance Criteria
• A stand-alone demo showcasing movement, enemy AI, and inventory in one level.
• Commented, well-structured code ready for further content expansion.
• Clear hand-off notes so I can keep building after delivery.
Art, sounds, and narrative elements will drop into your framework as you progress, so expect close collaboration and quick turnaround on questions. If you thrive on tight indie projects and love horror vibes, let’s bring this nightmare to life.
Scope
• Character controls: smooth 2-D movement, context-sensitive interaction prompts, and controller/keyboard support.
• AI behavior: unpredictable enemy pathing, simple state-machine–driven stealth detection, and basic NPC scripting.
• Inventory system: pick-ups, limited slots, item-use events, and save/load persistence.
Engine & Language
Unity with C#, Unreal with C++, or Godot with GDScript all work for me—choose the stack you feel most confident with and outline why it suits the project.
Workflow
1. Set up a clean, documented project template.
2. Implement core systems iteratively, sending playable builds after each milestone.
3. Refine based on my feedback until we reach a polished vertical slice.
Acceptance Criteria
• A stand-alone demo showcasing movement, enemy AI, and inventory in one level.
• Commented, well-structured code ready for further content expansion.
• Clear hand-off notes so I can keep building after delivery.
Art, sounds, and narrative elements will drop into your framework as you progress, so expect close collaboration and quick turnaround on questions. If you thrive on tight indie projects and love horror vibes, let’s bring this nightmare to life.
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