I'm developing a game called Heart Forth, Alicia (www.hfalicia.com), a Metroidvania RPG about a young wizard girl on her journey back home. Heart Forth, Alicia is done in the style of the 32-bit/Playstation era games like Xenogears, Castlevania: Symphony of the Night and Final Fantasy Tactics, and has an elaborate story that's experienced in the metroidvania genre.
I'm looking for someone that's heavily experienced with MMF to code all kinds of enemy/boss behaviors and patterns for a Metroidvania-style game (someone that knows algebray/trig, can take advantage of all of MMF's functions and is used to building custom engines). I've already made a movement/physics engine for you to build enemy movement with, but you're welcome to modify it or create your own if it's more efficient. Obviously, we're looking for someone to custom-code these engines and do it without extensions or default movements.
The budget for th position is around $5000-6000 USD for about 2-3 month's work (depends on how many enemies need to be done. Also, deadlines aren't too strict.). It's very important for me to be able to stay in touch with you through e-mail or Skype on a day-to-day basis. We'll start working around mid-May or early June. You'll also interact with a couple of sprite artists that will do the graphics for the enemies you'll code.
If you're interested, send an email to mail at alonsomartin dot mx or andrew.silverm at gmail dot com with a sample of the work you've done. If you're able to show us something similar to what we're asking for (Castlevania-ish SOTN/Order of Ecclesia bosses and enemies), you'll easily grab our attention.
Here are some animated screenshots from the game:
Most of the enemies are done in Symphony of the Night style: they need to be coded to be affected by gravity and move in sub-pixels according to a description we'll hand you for each enemy. Bosses will be more complex and multi-staged, and some will need to be coded with bones/pivots.
The code for player interaction with enemies is already done, so this is basically just about making the enemies move around in a fun and engaging way.
Thanks for reading!