[HIRING] Building a Hyper-Realistic 1996 Tornado Chasing Game – Need Experienced Scripter + Builder (Revshare)
🌪️ What the Game Is
A detailed, atmospheric tornado-chasing simulation set in May 1996, built around realism, immersion, and exploration.
Features planned:
🌩 Tornado & Storm System (1996-style weather science) • Slow-burn supercell development: storms take 1–3 in-game hours to form • Realistic wall cloud, RFD, inflow, storm structure • Tornadoes lasting longer than real-life, but still realistic • Multi-vortex, wedge, stovepipe, rope-out transitions • Tornado intensity based on 1990s technology (F-scale not EF-scale) • Damage survey system (official vs. unofficial ratings)
🗺 30×30 mile map with 6 fully fictional counties • Inspired by central & eastern Oklahoma terrain • Plains, low rolling hills, forested patches, creek beds • Small towns, rural farming communities, and one large metro • 1990s road signage, gas stations, traffic lights, neighborhoods • No modern buildings, no smartphones, no modern tech
🏙 Cities & Towns • One main metro area (inspired by OKC/Moore/Norman) • A secondary city to the west (El Reno-style) • 4 additional towns (3k–12k population equivalent) • 6 small villages & unincorporated communities • Rail lines, water towers, industrial zones, 90s suburbs
🚗 1990s Storm Chasing Technology • Paper atlas/map system (no GPS) • Upgradable car-mounted weather radar (90s WSR-88D look) • 1990s vehicles (SUVs, sedans, pickup trucks) • Realistic vehicle physics: mud, gravel, dirt road traction • Custom 1990s-style probe units • A fictional TIV predecessor vehicle (1996 technology)
🌫 Atmosphere & Vibe • 1990s-style camcorder filter when recording storms • Slight fog/haze to make distances feel larger • Subtle film grain + warmer color grading • Weather radio broadcasts with 90s tones • Radio chatter, scanner sounds, NOAA beeps
🎥 Game Philosophy • No pay-to-win. • Aimed at weather nerds, storm enthusiasts, and players who want a simulation-style experience. • Realistic pacing: some days little action, other days severe weather outbreaks.
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🔧 What I’ve Already Completed / Planned • Map layout and county borders • Lore: a 1946 “F-U” tornado mystery survivors still talk about • City planning + road network concepts • 1996 vehicle list • Storm mechanics design document • Radar UI concept • Paper map design
You’ll be joining a serious, long-term, well-prepared project.
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👥 Who I’m Hiring
🎮 1. Scripter (High Priority)
Must know: • Roblox Lua (advanced) • Atmospheric effects • Weather logic (or willing to learn) • UI systems (radar, maps) • Optimization for large maps • Vehicle tuning
Work you’ll do: • Tornado & storm system • Radar + paper map systems • Vehicle physics & sensors • In-game day/night logic • Damage system (trees, houses, poles)
🧱 2. Builder / Environment Artist
Must be comfortable with: • Town layout • 90s architecture • Realistic road networks • Neighborhoods, rural farmland, creeks • Low-poly but detailed building style • Terrain sculpting & blending
Work you’ll do: • Suburbs, towns, downtown blocks • Intersections, highways, ramps • Farms & rural road networks • Landmarks, water towers, industrial zones
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💰 Payment / Revshare
I’m offering profit share because I want a small, dedicated team:
Up to 25% each depending on role + contribution • Scripter: 25% • Builder: 25%
If additional developers join later, percentages will adjust but not decrease yours.
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📅 Timeline & Commitment
This is not a rushed project. We’re aiming for a high-quality early access release.
You don’t need full-time hours — just consistency.
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📞 Contact
If you’re interested, please DM me on Discord with examples of previous work:
Discord: u/dear-series-8177
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🔥 Why You Should Join • One of the only true 1990s storm chasing sims on Roblox • Huge creative freedom • Aiming at a niche community that cares deeply • No gimmicks, no microtransaction garbage • A chance to help build something iconic and atmospheric
If Twisted is the “big” game, this aims to be the “cult classic.”
Posted Nov 14, 2025, 7:00 PM UTC