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Recruiting Sacred Phoenix - Recruitment

This thread's author is looking for long-term team members.
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Amras Anárion

Trainer
Member
Joined
Jul 3, 2020
Posts
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When a Legend falls into one of the eternal human conflicts, the Mythical King will lose his Guardian and will no longer be worthy of Arceus’ Throne. From this fall will be reborn the curse of the Sovereign of Kalos. Then utter Shadow will plunge the Divine Pokémon into a tormented sleep, subjecting it to dark servitude.

From this Shadow that puts many Pokémons’ souls to sleep, the Rebirth will shine with the Rainbow Bird. Blessed by the flames of the Sacred Fire and the unconditional Love of the Phoenix Prophet, the Pokémons of Light will restore the balance of the Legendaries ... For from the Shadow type is born the Light, the balance of the world will never be broken.



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Here is the recruitment topic for my fangame project: Pokémon Sacred Phoenix.
Currently developed since June 23, 2018 on a heavily modded old version of PSDK (24.87), this ambitious project aims to bring audacity and originality both in terms of the scenario and Pokémon gameplay while retaining the very essence of this famous license. In the long term, it is on the open-source Godot engine that I want to develop on, because it is the only way to make a fangame worthy of my ambitions.

🫵 By joining us, you will work on:

• a project of some seniority (already 5 years)
• a project that has a large artbook accumulated over the years (see our Deviantart gallery)
• a project with an original universe based on the Celtic civilization in the ancient times of Pokémon (medieval-fantasy atmosphere)
• a project which wants to think outside the box and innovate on the gameplay with many features (realistic death system, hax smoother, field effects, friendship influence, crafting, use of magic, stance battle, energy system instead of PP...)
• a project that wants to be open source and wants to promote the sharing of its assets (Any original work that is made for this game is released under a Creatives Commons License, so you can use what's in it for your work, including your own Pokémon fangame when the credits are correctly awarded)

🫵 Proof that we have been implemented for a long time, we have:

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Our presentation in Progressing Projects in this forum - The complete description of our project can be found here
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Our Official Discord - go here to contact us and join our Team, or just watch real-time news about the game
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A Deviantart gallery to see our art (more than 300 pictures !).
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An official website
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Several socials networks (Twitter, Instagram, Tumblr, Youtube)
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And of course a playable public demo! (Download here)

If you are interested to join the project, contact me (Amras Anárion#8553) or Thunungu (Thunungu#8369) in Discord, or join the fangame's Discord (link juste above) then apply on the "Recruitement" channel.
The list of open positions is below the screenshots and credits.



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A mature scenario rich in myths and legends, and where the Legendaries are honored as gods.
Three Dragon Starters: Dratini, Bagon and Gible. All three final forms have their Mega-Evolution.
Unique tilesets for a medieval-fantasy atmosphere
– Mapping using the terraforming technique: all Keltios maps have a realistic relief and are perfectly joined. This provides an organic environment and a semi-open world that will allow soaring in the sky between all areas.
An orchestral soundtrack by Pipevanes and Braxton Burks!
3 rivals
10 Augurs (replacing Gym Leaders), 2 of which are optional. Each will give a Talisman, equivalent to a badge.
– Two sects that will act as Teams: the Cult of Darkrai and the Cult of Giratina.
– Fully customizable difficulty, from Assist Mode to Giratina’s Hell (hardcore Nuzlocke).
– You can forfeit to most trainers and thus decline the battle (but it will be perceived as a dishonor by your party). It is also possible to explore Keltios without battle-capable Pokémon, but be careful not to make unfortunate encounters!
– A Game Over is present and can be triggered in three ways: being defeated by a hostile enemy (death match), being killed by one of your own Pokémon or having all your creatures die (with an optional Black Out Clause).
Follow Me: you first Pokémon walks by your side. This can be toggled by [Ctrl] key and has implications on the gameplay.
– Presence of holy and cursed places. This impacts your magic and the behavior of your Pokémons.
Shiny encounter chance increased to 1/1024. Shinies have better IVs.
Speed-up button ([F5] key).
– An internal clock for the game with its own calendar and season management.
Harvest of Keltios: many wild plants can be harvested in the lands of Keltios and require no maintenance. Their productivity depends on the season, but the Floral Gift (a passive ability possessed by fully evolved Grass Pokémons) can speed up an almost ready harvest.
New potions and healing items adapted to the old era of Keltios.
– A mining system allows you to collect the raw materials needed for crafting, including the creation of Pokéballs.
Caught Overhaul: The capture mechanics have been revisited. A Pokémon that is not weakened or of too high level can deflect balls. Conversely, weakening them will significantly increase your chances of capture! At the same time, the Apricorns-based Pokéballs – the only ones present in Keltios – are rebalanced and offered in three levels of quality. Thus, each one of them will have its utility.
Death Overhaul: The death of Pokémon will be a reality in Keltios: you will be able to lose your magical creatures if they are hit too hard. This can be set in the options (disabled / realistic / Nuzlocke mode). A reincarnation system is present and allows you to get some ghost Pokémons!
Overkill mechanism: Grants a XP boost in case of a powerful fatal blow, but beware not to bloodshed too often.
Loyalty Overhaul: Many parameters influence the feelings of your Pokémons. Gain their trust by giving them food or massaging them. Their level of friendship will have a real influence on battles and will determine how loyal they are to you. You can also instill fear in them to gain respect.
XP Overhaul: Depending on the importance of the fights, the experience gain will be more or less important. At the same time, an original soft level cap greatly accelerates the experience gained if your Pokémon is underlevel and reduces it by half if your Pokémon is too high level. The overlevel also reduces the dread felt by your magical creature, which will impact the obedience they have for you. This effect can be compensated with high friendship.
– Pokémons can evolve mid-battle and trade evolutions are replaced by alternatives ones.
– A Keltios Pokédex made up of around 500 creatures, of which 15% are Fakemons and regional variants (known as “ancient” forms). New Mega-Evolutions are also present!
Two new types: Shadow and Light. It will be possible to grant one of these two types to your Pokémon through a ritual.
– A rebalanced type chart!
– Status moves are divided into three sub-categories: buff, debuff, and terrain.
Effectiveness Overhaul: Chances of hitting with a debuff move are influenced by type affinity. Affinity also influences the chances of inflicting a side effect and the rate of indirect or fixed damage.
Statuses and critical hits have been overhauled.
Hax smoother: Minimizes the luck/bad luck discrepancies that frustrate players in battle. This will be done by taking into account the success or failure of the last actions. For example, if you failed your Blizzard, the next one will have more chances to succeed, and vice versa.
EVs and IVs will be visible on the stats. The Pokémon summary will also include much more information than in the official games. (Great for fans of RPG feats).
The EV system is rebalanced and expanded to be closer to what it was in Gen 1 / Gen 2, rewarding trainers who train the same Pokémon over the long term.
Possibility to curse, strengthen or bless the IVs of your Pokémon in order to minimize or maximize them. All your magical creatures will have a chance to become “Perfect”. The nature in battle can also be modified in the same manner as mints.

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– Three branches of crafting: forging, alchemy and enchanting. (It’s my priority for the next major release.)
Double and Triple battles with the possibility of meeting wild Pokémons in pairs or triples (the latter is a horde battle.)
– Wild Pokémons that will act as bosses and will be fought in 1 vs. 2. In return, they will be able to call for reinforcements in the manner of the SOS battles in SM/USUM.
– Develop the game in HD with a resolution of 1280x720 and sprites in 192x192 for the Pokémons. My ultimate wish is that these HD sprites are also animated.
– Augur Battles will take place in colosseums. (Pokémon matches are the most popular entertainment in Keltios and the public wants to see the show!) No puzzles in these buildings, but the Augurs will give you an Alola Trial-style quest before facing you.
– Augur Battles will follow the Gym leaders’ rules of the Anime with a battlefield to their advantage and a no item clause.
– A Pokémon League in the form of a Double battle tournament in a sumptuous colosseum.
– Replacing PP system with 2 new energy gauges for your Pokémons: Mana and Breath. This will allow more than 4 moves per Pokémon.
6 tactical options instead of 4 in battle: Attack, Stances, Tactics, Pokémon, Bag and Run.
– Ho-Oh’s Scepter will allow your character to use magic, including casting O-Power style spells, but also to Mega-Evolve your Pokémons and use the Z-Power.
– The Sacred Mega-Evolution! Find the true Mega-Evolution as it is described in the anime: the one that requires a sincere love towards your Pokémon. It will also allow the use of Z-moves.
– The possibility of performing Poké-Jobs, a kind of repeatable quest that will allow you to earn money without spilling the blood of your magical creatures.
Fields Effects: Like Pokémon Reborn, battlefields will have a very significant influence on the power of attacks and will combine with weather and auras. The number of weathers will also be extended.
– In-map use of HM moves based on the Pokémon’s ability to learn the attack (instead of having it in its moveset) and the presence of Poké Ride.
– The hermaphrodite gender for Pokémons and egg groups redone from scratch.
– Each Legendary Pokémon will have its own Legendary move and/or Ability, reflecting its divine power over the world.
– Integration of Pokémon Contests.

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Project team:

  • Amras Anárion: Project Lead, Lead Writer, Game Designer, Level Designer, Programmer, Community Manager, Game Artist, Pixel Artist and Translator
  • Cataclyptic: Game Artist
  • Dracoyan: Pixel Artist
  • Eysselia: Game Artist
  • Splittingjaws: Game Artist (artwork of Fakemons)
  • Thunungu: Community Manager, Pixel Artist, Translator

Honorary members:

  • BlizzardFeather: Game Artist
  • FlorianDX: Game Artist, Pixel Artist
  • Galax: Musician
  • Millie: Help for artwork
  • Palkioss: Community Manager
  • PixelCraft: Pixel Artist

Former team members:

  • Altarax: Programmer
  • Bugfix: Beta Tester
  • Cottens: Game Artist, Programmer, Web manager, secondary Beta Tester
  • Pipevanes: Musician, Translator
  • Frillecho: Pixel Art for Fakemons
  • KiriariSan : Game Artist for OCs

Credits from members who provided one-time help:

  • Arnik: Concepts of Fakemons from his former project “Cristal de Jade”, Pixel artist
  • Carole: Artworks of some items, icons of pause menu
  • LOX: artwork of the regional Druddigon
  • Pixâme: collab for the tiles of the Fintan Manor
  • SkaraBdort: score of the Keltios hymn
  • Vulvoch: tiles of the Ivy Tower
  • Yjchigo: script help

Credits for external contributors:

-- Tilesets --

  • Alucus
  • aveontrainer
  • Chaoticcherrycake
  • carchagui
  • Celiana
  • Chimcharsfireworkd
  • GameFreak - Pokémon HGSS
  • Inkaline
  • Kyle-Dove
  • Magiscarf
  • princess-phoenix
  • Redshrike
  • Saurav
  • WesleyFG

-- Sprites --
  • RBRNNova
  • Oniwanbashu
  • Conyjams (sprites of Galar’s forms)

-- Artworks --
  • Cdhernly
  • TRXPICS

-- Various graphics --
- Sidney Eileen (http://sidneyeileen.com) - graphic design elements

-- Music --
  • Braxton Burks (https://www.connorgriffinmusic.com)
  • GameFreak for the music from official games
  • Dasgust (title screen score)
  • BellBlitzKing (SFX rip for the Pokémon games)

-- PSDK game engine credits --
https://psdk.pokemonworkshop.fr/wiki/en/credits.html


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The priority recruitment: we need is one or two pixel artists. Your role will be to:

• Transcribing the artworks of our OCs into overworld sprites in a Gen 4 style
• Transcribing the artworks of our Fakemons, regional forms and Mega Evolutions into sprites (front, back, OW or animated icon) in a Gen 4 style with our template (larger frame size is possible with large creatures for OWs and icon)
• Be comfortable with the idea of starting from a fixed concept (artworks)
• Be comfortable with the idea of working in collaboration (collabs are not uncommon with us)
• You are free in terms of palettes and the number of colors (no limit of 16 colors - it is not uncommon for our Fakemons to exceed 32 colors) from the moment your palette is mastered (each color is chosen manually - basis of pixel art).

Example of work:
Artwork character to its OWs. One complex example (Augur Awena) and one simple example (a Falconer):
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Artwork Fakemon to its full set of sprites. One complex example (Regional form of Milotic with semi-opaque colors) and one simple example (Furfang, a young wild boar Fakemon):
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Our universe is based on a medieval-fantasy atmosphere. Pokémon-style tiles corresponding to this universe are very rare, so we need to create them. Therefore, we need one tile maker. Your role will be to:
• Imagine, create and draw buildings and other large decorative elements in Gen 4 style pixel art from a written description. (Sorry, no artwork as base for the tiles, we don't have a landscape game artist yet, but that's another recruiting position.) Colosseums (arena), shrines and ancient temples are notably planned.
• Create sprites respecting the size constraints and optimizing the number of tiles used (an element is 16x16 pixels)
• Create furniture and other small decorative elements corresponding to a Celtic or medieval-fantasy universe in Gen 4 style
• Create animated sprites in a charset
• You are free in terms of palettes and the number of colors (no limit of 16 colors) from the moment your palette is mastered (each color is chosen manually - basis of pixel art).

Example of work:
Animated charset of windmill blade:
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Tiles sample used in our game:
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Due to the medieval-fantasy universe of this Pokémon game, many original characters are to be created. The story does not take place in modern times and therefore does not allow the use of the emblematic characters of this license (with a few exceptions such as AZ).
We also have some Fakemons or Mega concepts that need to be cleaned up and finalized by an illustrator.
Finally, the world of Keltios deserves to be illustrated. With Field Effects, several dozen battlebacks will be performed in a artwork style, sometimes in emblematic and unique places such as the arenas of the Augurs. There are also a few cutscenes that will require illustrating scenes.

So we need one or two game artists. As an game artist, you role will be to:
• Create the concepts of characters with an appearance adapted to the Celtic or medieval-fantasy atmosphere.
• Illustrate these concepts in artworks
• For illustrators of OCs: try to get closer to the style of our senior artist, Eysselia, faithful and present since the beginning of the project. (We are more flexible on the Fakemons, but the characters having mugshots during the dialogues, a difference of style is easily felt. We also reassure you, it remains an amateur fangame, so we do not ask for a strictly identical style.)
• Help us finalize some Fakemons or Mega Evolutions that have remained at the idea or sketch stage.
• If your vocation is to draw landscapes, realize the battlebacks of our game or represent emblematic places or scenes of Keltios to bring this universe to life.
• You may also be required to create UI design elements (mainly Celtic style) when the game can go to HD.
• Thanks to the possibility of collaboration with existing artists, this is the most flexible position. You can focus on the concepts or the illustrations depending on what appeals to you the most. Of course, this requires being comfortable with the idea of drawing with others.

Example of work:
Ourobud : from first concept to final version - note that the final version can evolve from the first concept:
Ourobeon%20WIP.png


Hero Aranel: from first concept to its remastered final version:
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A illustration of a king with a background:
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Example of UI:
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Currently, I'm in the middle of a database migration: I'm redoing them all from scratch. It's a task that I find it very difficult to delegate. Nevertheless, I'm already opening this position to applications, because there will always be a menu to code on the current demo in parallel of my work. In the long term, I wish to change the game engine and migrate to Godot after reaching the first badge milestone and mapping the whole Alienor.

Thus, if you are a coder and want to apply, you role will be to:
... if you want to work with the current game engine (PSDK).
• Have a good knowledge of the Ruby language
• Find your bearings in an already programmed game.
• Code missing game features (as the craft menu)
• Help with debugging (potentially the easiest task if you're just testing the game's private demo)
• Help to switch the game to HD with a higher resolution (this will require recalibrating a lot of menus)

... if you want to work on Godot Engine
• Have a good knowledge of the GDScript language and Godot Engine
• Think about the basic programming of a game (title screen, main menu, movement, map display, collisions) - Some prototypes were made in-house
• Pre shot a first prototype with this game engine

In both cases :
• Don't be afraid to read game design documents. (You'll have some reading , but it is important to understand how the features are or will be implemented.)
• Teach me to work in a team for the coding (because I've been alone on it for more than two years!)

Note : There are currently nearly 2 megabytes of custom scripts in the current demo and these changes mainly affect the Battle Engine. That's why I was stuck on an old version 24.87 of PSDK which can be compared to the version 18 of Pokémon Essentials. Appearing in 2021, version 25 took the Battle Engine from scratch with a totally different structure; and 90% of all my mods were completely incompatible. If I would have migrated, it would have meant loss of nearly 2 years of coding work and all the features that made my game unique.
If you have to start from a clean base, you might as well migrate to Godot. It will also be easier to inject my custom databases into it, since Ruby and GDScript are two very similar programming languages based on Python.

Example of work - a sample of the new database:
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Sacred Phoenix has a lot of Pokémon music remixed in orchestral form. However, there is almost no original music and we need sound effects such as background sounds or cries for our Fakemons. So if you wish apply an a musician, you role will be to:
• Create ambient sounds such as a forge, market, wind, rain, or water noise.
• Create cries for our Fakemons
• Create original themes or Pokémon remix in a Celtic or medieval atmosphere with orchestral instruments. (I have a small preference for original themes, because some places would need unique music.)

Example of work:
Remix of a famous battle theme:


One of the rare original compositions:
 
Last edited:

Amras Anárion

Trainer
Member
Joined
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Posts
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One month after, We've had a few successful recruitments, including 1 coder and 1 game artist. Congratulations to Sulucnal and Blizz who have joined the gates of the phoenix. 👏
+ Sipondo's promise to join our team of programmers if we migrate to its Ulix Dexflow game engine (an option we're considering).
At the same time, Dracoyan, our long-standing pixel artist has regained all his motivation and is busy working on Fakemon sprites. Our social networks are running at full speed to reveal these new arts to you. 🖌️

The list of positions sought is therefore updated.
Today we are looking for:
• A musician
• A sound designer
• A tile maker (pixel artist specialized in creating tiles)


I'm still open to a new pixel artist specializing in monster or human sprites, as well as a game artist, although this is no longer a priority.
 
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