Synopsis
Spoiler
12bit: Towers of Conquest Is the working title of a side-scrolling rogue-like RPG. It's based off of an old RPG Maker VX game called Final Fantasy Worlds.
Final Fantasy Worlds was highly fun, but lacked content and features.
Final Fantasy Worlds would begin with a randomly generated story. The story would lead you to the entrance of a dungeon. The dungeon was divided into 3 sections with a final boss at the end. The 3 sections were made up of 5 randomly generated levels. As you made it to the next section, the fights became harder. At the end you were allowed to keep your inventory and a new game would start with unlocked classes.
It was simple, but enjoyable.
Towers of Conquest is similar. You begin by choosing your party from the list of classes.

Grayed out are the unlockable classes.
A story is randomly generated from 5 parts. The first part is what the quest of your party is. The second is how your party ended up where it is (This generates the starting town). The third part is the major obstacle you must overcome (This generates the Tower). The fourth part is the big bad that bars your way from the tower (This generates the final boss). And the fifth part is the minor obstacle to begin with. (This generates the first dungeon).
There are 4 sections each split by level gap. (1-5), (6-10), (11-15), (16-20). You must complete them sequentially. The next section will not unlock until you beat the boss at the end of a section.
There are also 3 towns to help you out after reaching certain levels (1, 8, 16). Each town may have a quest-giver as well.

You earn points as you beat enemies, bosses, and complete quests. You lose points for certain actions, like saving, saving in a dungeon, using healing services, using certain skills, etc. The points accumulated are spent at the end of the game to unlock features, unlock hidden dungeons, increase probabilities, carry items or skills over to a new game, unlock classes, etc.
The Battle System is a basic ATB much in the same vein as a few of the Final Fantasy series. The skills and classes have mostly been drawn up, and will eventually have numbers punched into them for balancing.

Final Fantasy Worlds was highly fun, but lacked content and features.
Final Fantasy Worlds would begin with a randomly generated story. The story would lead you to the entrance of a dungeon. The dungeon was divided into 3 sections with a final boss at the end. The 3 sections were made up of 5 randomly generated levels. As you made it to the next section, the fights became harder. At the end you were allowed to keep your inventory and a new game would start with unlocked classes.
It was simple, but enjoyable.
Towers of Conquest is similar. You begin by choosing your party from the list of classes.

Grayed out are the unlockable classes.
A story is randomly generated from 5 parts. The first part is what the quest of your party is. The second is how your party ended up where it is (This generates the starting town). The third part is the major obstacle you must overcome (This generates the Tower). The fourth part is the big bad that bars your way from the tower (This generates the final boss). And the fifth part is the minor obstacle to begin with. (This generates the first dungeon).
There are 4 sections each split by level gap. (1-5), (6-10), (11-15), (16-20). You must complete them sequentially. The next section will not unlock until you beat the boss at the end of a section.
There are also 3 towns to help you out after reaching certain levels (1, 8, 16). Each town may have a quest-giver as well.

You earn points as you beat enemies, bosses, and complete quests. You lose points for certain actions, like saving, saving in a dungeon, using healing services, using certain skills, etc. The points accumulated are spent at the end of the game to unlock features, unlock hidden dungeons, increase probabilities, carry items or skills over to a new game, unlock classes, etc.
The Battle System is a basic ATB much in the same vein as a few of the Final Fantasy series. The skills and classes have mostly been drawn up, and will eventually have numbers punched into them for balancing.

Screenshots
Spoiler
Most the screenshots are in the synopsis, but if you're interested in the class list I'll post it here:


Qualifications
The Level Designer must demonstrate understanding of a good level with narrow corridors.Must demonstrate how to break up monotony and repetition that result in bad levels.
Must be able to work with templates, but show independent work.
Must be able to design in 2D Sideview which has no platforming capabilities.
Must be open to brainstorming early level mechanics using templates and be able to offer suggestions.
No eventing needed. No artistic abilities needed.
Can be Tile-Setter or Parallax. Parallax preferred.
Must be able to work consistently, with low supervision.
Must be able to meet deadlines.
Must be open to regular communication with Project Director. Preferable method, Skype.
The level design for this project is simpler than RPG Maker's typical level design, but offers new and unique challenges.
The volume of maps that need creating is a lot as well.
I need a level designer so that I can focus on the coding and artwork. Also, level development kills my enthusiasm for projects.
To apply, contact me through PM here or email at loren_hickerson @ hotmail.com
Current Examples of some levels:
Spoiler





Kickstarter
I am planning on bringing this project up for a Kickstarter. This will result in payment for those involved. But as Kickstarter is not a guaranteed thing I certainly can't guarantee payment.My Kickstarter campaign will begin when I have the first running demo of my game I can video. This simply requires 4 animated classes and the first dungeon to be completed. In order to do that I'm just waiting on my animator and doing what I can with the dungeon design. Then I'll simply plug in some numbers into the game and demo the gameplay.
If you join me as a Level Designer, we can discuss a fair pay agreement as part of the Kickstarter fund.
I'm not just looking for a temporary hire, but someone who can work with me in the long run.
Offer [Pay, Trade, Rights]
Besides Pay potential, I can also offer you a trade, such as my art, writing, eventing, or scripting skills. As well, I can offer you the rights to use any resource I made for the project in one of your own projects.My work and description of what I do can be found here:
http://forums.rpgmakerweb.com/index.php?/topic/30009-complex-system-developer/
Project Status
The project currently has an Animator who is working (albeit slowly) on the animations for the character classes. It also has a potential coder, who may assist in transferring the platform to Unity or Java to reach a broader audience.Currently I have been working solo on all the assets and developing the game thus far.
I would say it's 70% of the way through Pre-Production and 30% of the way through Production.




