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Contest Description: This contest is dedicated only to creating a simple prototype with a prize of $100. The winner will be invited to work on the full game project (budget $2000–$3000). Prototype Requirements (for this contest): A simple top-down map (desert theme). One basic building (tent or mud house) that can be placed/built. A simple HUD interface showing 2–3 resources (e.g., water, food, scrap). A basic interaction (e.g., adding a resource or increasing population). Full Project (later): Will include all major features such as resource management, building progression (tents → mud → modern), AI settlements, heroes, caravans, animals, map exploration, research tree, events, and story chapters. Important Notes: The $100 prize is only for the prototype. The winner will be chosen based on code quality, visual design, and creativity. The winner will receive a direct contract for the full project after the contest. Required Skills: Unity 3D, C# Programming, Game Design, Mobile Development. General Concept An offline survival/strategy mobile game. Post-climate disaster world → endless desert. Player leads survivors to build an oasis → thriving settlement. Core mechanics: resource management, building, research, caravans, alliances or wars. Core Loop Resource gathering. Population care. Building progression (Tents → Mud Houses → Modern Homes). Facing threats. Map exploration (Oases / Caves / Treasures). Interaction with AI settlements. Recruiting and developing heroes. Research. Expansion and conquest. Resources & Capacities Water: drinking, farming, desalination, livestock. Food: dates, vegetables, meat, eggs, milk. Scrap: construction and crafting. Energy: wind/solar for desalination and lighting. Advanced: chemicals, medicine, hides, wool, feathers. Capacities: tanks, silos, warehouses. Population Roles: farmers, desalination workers, guards, explorers. New survivors increase workforce but raise consumption. Buildings & Progression Tents → Mud Houses → Modern Homes. Farms and animal pens evolve gradually. Basic: desalination, tanks, farms, housing, energy. Support/Security: guard post, clinic, workshop. Exploration: garage, watchtower. Advanced: industrial plants. Animals & Poultry Poultry: chickens/ducks/quail → eggs + feathers. Animals: goats/sheep (milk/meat/wool), camels (milk + caravan load), horses (speed/scouting/raids). Infrastructure: coops, troughs, feed storage, veterinary clinic. Crafting: tannery for leather. Hunting/Taming: gazelles, rabbits, birds. Research: fertility, immunity, production. Caravans & Vehicles Caravans with camels/horses. Old vehicles (require scrap/energy maintenance). Missions: trade, exploration, raids, rare adventures. Map & Adventures Oases: seasonal water points + outposts. Caves & Ruins: puzzles/dangers + rare rewards. Buried Treasures: collect fragments → full map → dig site (with traps risk). Heroes Rarity: Rare – Epic – Legendary. Roles: security leader, engineer, scientist, explorer, tamer. Development: XP + shards + gear. Skill Examples: Light Engineer: +lighting range / −energy use. Caravan Elder: +camel speed / −ambush risk. Tamer: +milk/egg production / −diseases. AI Settlements Metrics: strength, economy, loyalty, alignment. Interactions: trade, taxation, war/siege, merging. Civilization progression: tents → mud → modern. Research Desalination/filtration. Farming (drip irrigation/greenhouses). Energy/batteries. Defense/early warning. Management (time/storage). Animal breeding (fertility, production, immunity). Lighting (range, efficiency). Story Chapters Shimmer of the Tent: camp founding, first well, first storm. Clay & Power: mud housing, taxation, Iron Vultures conflict. Aquifer’s Light: treasure maps, caves, final battle over water. Events Great Sandstorm: production ↓, water use ↑. Nomad Traders: limited-time deals. Legendary Beast Hunt: rare gear materials. Caravan Rush: competition in speed/number. Settlement Siege: large-scale attacks. Lost Oasis: treasure adventures. Desert Festival / New Year: daily rewards, VIP bundles. Interfaces (UI/HUD) HUD: resources (water/food/scrap/energy/milk/hides) + CLS + quick buttons (build/map/heroes/research/livestock/store). City Lighting: heatmap showing illuminated vs. dark zones. Animal Breeding: animal card (health/hunger/thirst/production/breeding). Caravans: choose mounts, cargo, heroes, lamps + time/risk display. Treasures: interface for map fragments, merging, location, digging.
Project ID: 39715233
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