2D SideScroller Programmer

I am trying to get a feel for what a programmer would want for assisting in programming a 2D sidescroller. At current I have 23ish enemies(a little over 10 with sprites), 11 bosses at current (one with sprites), 4 characters (2 of which are currently in progress) and 2 of the 3 maps are mapped out and being drawn up. We have also figured out and made the numerical systems for the most part. So, there has been a decent amount of work sunk into the project. However, I am ignorant when it comes to the programming side of things for the most part.

I have been working nonstop on this since October of last year. And I am sorry I haven’t put very many details about the project, but if you would like more information just ask. I just don’t want to sound too pitchy or put in unnecessary details.

And if I am being ignorant lemme know so I can educate myself.

Also these are high resolution sprites not pixel art.

Project Title:
Project Crown (Working Title, We have a few names but nothing set)

Description:
2D SideScoller, Metroidvania inspired but deviates from the formula with combos, Skill selection and intricate gem system to modify your character in various ways. It is all hand drawn which we have plenty of character, enemy, and spell effect frames to prove the work we have put in.

Includes:
Equippable gear to modify stats

A system to allow switching skills and hefty combos.

Multiple maps

Multiplayer Mission Mode

And a plus would be a challenge mode but thats pushing it.

Team Name:
Heh

Team Structure:
Me, Gene
Concept artist, Animator, Co-director

David
Composer, Animator, Concept artist, Co-director

Luby
Animator

Thomas
Concept artist

Previous Work:
N/A

Talent Required:
C++ Programmer or 2

Website:
N/A

Contact:
E-mail: Geneocide13@gmail.com
Skype:
geneocide13
or
david-j-hoover

You should write more about technical details, or ideas what you want achieve.
Its game for mobiles, or pc?
Will this be full game that is sold, or you want to create this for learning, or portfolio?
All those things matter when it comes to quality, menus setting, etc?

Well beyond that I want a near stagnant loot style. Like x chest will give you one of x items which have set stats. I think the most ambitious system we have is likely the status effect system. Which has tier 1 up to tier 3 of different types of status effects with roughly 10 status effect types. We were going to try to go mobile in the early stages, however that quickly died so we are doing a PC release. We are tying to go for a full release. And I am willing to pay people once we get to the point we are capable of paying. However, I titled it unpaid because I don’t know when we would be able to pay them for their work and I wouldn’t want to set an expectation in an uncertain bases.

That being said our gear system is super easy, Stagnant stats with some kind of an effect on average. And then you take a type of gem and put the gem in the gear. In hindsight this could be a little more ambitious than intended. The game is nearly devoid of menus the most menu navigation you would have would be gearing out before going on a mission. Of course a bit of this is liable to change as we continue.

Really, fill this template up, and edit your original post:

It also will help you to get clearer picture in your head about what kind of game you want.