Veröffentlicht am 29. Aug. 2026 · Wir haben am 30. Aug. 2026 bestätigt, dass er noch aktiv ist
CA$ 2 – CA$ 8 pro Projekt
Here is a condensed version designed to stay comfortably below 10,000 characters while preserving the important requirements. I am hiring an experienced Unreal Engine 5 C++ developer to build the gameplay and engineering foundation that will later integrate with a separate AI-assisted Schematic Software platform for my persistent MMO. This is a production-quality foundation, not a throwaway prototype. The purpose of this project is to build the weapon, ammunition, attachment, vehicle, physics/engineering, technology, material, and manufacturing-definition systems in a modular and data-driven way so that future player-created Schematics can configure them without requiring major redesign. The game uses Unreal Engine 5.7 for PC. CORE GOAL The future Schematic Software will allow players to design original weapons, ammunition, attachments, vehicles, and other objects. This project does NOT include building the full AI Schematic editor. Instead, it must build the Unreal gameplay foundation and standardized data interfaces that the future Schematic platform will use. Example: Schematic Definition → Weapon Definition → Unreal Runtime Weapon Schematic Definition → Vehicle Definition → Unreal Runtime Vehicle The developer should avoid building large numbers of hardcoded weapon or vehicle classes. The goal is a reusable system driven by structured definitions, reusable components, physical properties, materials, and capabilities. WEAPON SYSTEM The weapon framework should eventually support essentially every category, including: * Melee and primitive weapons * Bows/projectile weapons * Firearms * Explosives * Artillery * Missiles * Vehicle/aircraft/naval/spacecraft weapons * Energy weapons * Futuristic and fictional weapons The system should use reusable capabilities rather than completely separate architecture for every weapon. Possible configurable properties include: * Dimensions * Mass * Center of mass * Materials * Barrel/emitter properties * Ammunition * Projectile properties * Energy requirements * Rate of fire * Recoil * Heat * Accuracy * Range * Penetration * Durability * Structural properties * Handling * Attachment interfaces * Technology requirements Important performance values must be calculated or validated by trusted gameplay rules rather than accepted directly from player/client data. Players should not eventually be able to submit arbitrary values such as extremely high damage with zero recoil. Combat should be physically believable and cinematic where practical, including systems such as projectile travel, penetration, ricochets, recoil, heat, armor interaction, localized/component damage, and explosive effects. Random weapon jamming is not desired. AMMUNITION AND ATTACHMENTS Ammunition should exist as its own configurable definition and future Schematic type. Different ammunition designs should be capable of affecting weapon performance. Player-created attachments will generally be designed for specific weapon Schematics rather than being universal. Developer-created default weapons may use standardized attachment systems. Compatibility should be validated through data and relevant geometry/interface information. VEHICLE SYSTEM A reusable vehicle framework is required for future: * Wheeled vehicles * Tracked vehicles * Ground vehicles * Aircraft * Naval vehicles * Spacecraft * Futuristic vehicles This project does not require every final vehicle type to be finished. It should establish an extensible foundation and representative working examples. Possible vehicle properties include: * Dimensions * Mass * Center of mass * Materials * Structural properties * Propulsion * Energy/fuel * Steering/control * Suspension * Aerodynamics * Buoyancy * Armor * Damage * Weapon mounts * Cargo * Crew/passengers * Technology requirements PHYSICS / ENGINEERING FOUNDATION The game does not need professional engineering-software accuracy. The goal is believable and consistent game engineering. Examples: * Greater mass affects handling. * Material density affects weight. * Projectile mass and velocity affect impact. * Structural limits prevent obviously impossible designs. * Higher energy output may require greater heat management. * Powerful systems require appropriate physical volume, materials, energy, and technology. This foundation must support future validation of player-created Schematics. Players must not be able to exploit geometry or data to place impossible machinery, hidden functional systems, zero-volume components, unrealistic energy sources, or oversized systems inside tiny objects. TECHNOLOGY SYSTEM Current technology categories are: Primitive Medieval Victorian Industrial Millennium Advanced Technology Super Futuristic Super Futuristic technology is developer-restricted. Higher technology should primarily unlock better engineering capabilities, materials, precision, power density, efficiency, and manufacturing methods rather than simply applying percentage buffs. The architecture must allow additional technology classifications later. MATERIAL SYSTEM Gameplay material definitions should be separate from purely visual Unreal materials. Properties may include: * Density * Structural strength * Durability * Thermal properties * Technology requirements * Manufacturing difficulty New materials should be addable through data rather than major code changes. MANUFACTURING FOUNDATION The project should establish the data needed for future manufacturing. A Schematic should eventually be capable of producing requirements such as: * Required materials and quantities * Required technology * Machinery/facility requirements * Labor * Production time * Manufacturing difficulty * Quality/tolerance requirements The full animated manufacturing gameplay system does not necessarily need to be completed here, but the weapon and vehicle architecture must support it later without redesign. SCHEMATIC-READY DATA MODEL A major deliverable is the standardized interface between future Schematic Software and Un
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