Batch 17 Kickstarter
Batch 17 Kickstarter
Batch 17 is a game that combines a 3rd person loot-based shooting game with PvP World Invasion mechanics. Read more on our page!
Batch 17 is a game that combines a 3rd person loot-based shooting game with PvP World Invasion mechanics. Read more on our page! Read more
Cloud-based Sci-fi Multiplayer Shooter
Hi all - and welcome to the Baffled Games Promotional Kickstarter for Batch 17. Here at Baffled Games, we’re finishing up our cloud-based science fiction shooter, and we're excited to show off our cool concepts around PVP and Progression.
Batch 17 is a revolutionary indie game with an unrivaled scope (at this price point!). We've built a brand new concept around Instancing, where, instead of getting a few "Save Slots" with your account, you get "Player Instances". These instances are the heart and soul of Batch 17. An instance is a fully persistent game world that the player can join and leave at will.
So you might be wondering - what's the status of this?
Guess what! Its almost done! That's right - every feature listed here has been completed and implemented and tested in the past, and currently is being play tested live while we finish out the story and the subsystems that drive quests etc. We wouldn't bring this game to you all if it wasn't nearly complete, and it is! At this point - we are polishing mechanics, and finalizing the story and questing system.
In Batch 17 - everything from COOP to PVP utilizes our instance technology. If your friend wants to join your game and help you kill that pesky boss, just flag your Instance as "COOP" and invite them to play. If you want to participate in PVP and invade other worlds and hunt players - you'll be hopping in and out of their instances. If you want to set traps on your world, and sucker people into invading YOUR world and being devoured by your defenses - thus racking up skill point for you, instancing handles all of it!
In B17 - your players strength is a combination of what loot you have, and what skills you specialize in. All "active" skills in the game utilize consumable items (Turrets, EMPS, Grenades, Cover shields, Xrays, etc) As you kill epic AI and players and gain "Skill point" you can use them in the Skill tree and build your character however you want.
Thanks to the unique loot/skill combo - each player can customize how they play the game into a jack of all trades, or a single spec ninja!
A turret master will be a destructive force, able to kite players and mobs alike while ripping them apart with automatic turrets. Meanwhile, a radio spec will be able to teleport behind enemy lines and move his friends around the map instantly.
Loot provides bonuses, percentage increases, and improves the quantity of your consumable items. Meanwhile consumable items change over time as they become more powerful. Turrets become fully automatic, launch grenades, get shields, etc! Keycards for access - jump boots to clear obstacles, and destructible environments ensure that you'll find something new whenever you return to an area!
Every time you kill EPIC AI, Regional Monsters, special bosses, or some enemy PVP players, you get a chance to pick up skill points. These skill points are redeemed for specialization levels in these skills, and vastly improves your efficiency. Skills become more expensive as you become more advanced in that area - so choose wisely if you're balancing your skills, or becoming a master!
So what does all this add up to? Once you've completed the campaign your character won't be a fraction as powerful as they could be! If you want to keep getting stronger - you'll have to venture into other instances. Open the PVP menu, enable one of your instances as "PVP Active" and go forth in search of battle!
PVP Invasion is our mechanic that allows players to invade other players instances even when that player is offline.
In order to ensure that no one is involved in PVP who doesn't want to be - players MUST flag themselves as "PVP Active" in order to be invaded. Further - in order to ensure that there are always multiple people with PVP flags - you cannot invade someone unless you ALSO have flagged one of your instances as available.
With three instances on your account - you can easily set up one as "Single player" one as "Coop" and one as "PVP" and not have to ever worry about anyone disrupting your campaign or coop play.
Inspiration/Influences on Batch 17
Dead Space, Prototype, Saints Row, Farmville, Dead Souls, Metroid
In Batch 17, you play as an un-named cloned soldier who wakes up amidst a violent resistance against the organization that runs the mining colony that you’ve been made to protect.
"Born" without any ability to speak, but with memories of your previous life, your quest for answers leads you to the resistance, where you learn that not only are you not alone in having these memories, but that there is something very strange about this remote outpost you live on.
Led along by a shadowy leader who seems to have a vested interest in you, fight through a variety of levels and environments to piece together the mystery of who you are, and the significance of the 17th batch of clones.
The concept of "Invasion" is one present in other games, but is something we wanted to iterate and improve upon. Even though Batch 17 is a small indie game, which will have to contend with a small community of always-online players, we determined to have a way to make PVP enjoyable regardless of how many players are online.
To this end, we are introducing "Invasion" mode, a PVP only scenario in which you can invade other people's universes, raid their bases, kill their epic mobs, and thus, farm their sweet, sweet loot. Each character account comes with three "instances" or "universes".
Instances in Batch 17 are fully realized versions of the entire campaign of the game whose data is kept separate from each other. Only your character stays the same regardless of what instance you play in. Instances persist through every change in the game state, including moved boxes, killed AI, and of course, loot pick ups. With the exception of AI respawns, once a change is made - it persists until someone else interacts with the world.
By introducing this container form of instancing, we can allow you to flag individual Instances as PVE only, COOP only or PVP Invasion, so that you get the experience you want.
However, it is only through PVP Invasion that you can reach the true end game of B17 - as leveling your character relies on skill points you can only get through EPIC mob encounters, made far easier with a large supply of online player universes to invade and explore. You will only be able to invade other player instances if you are also flagged as "PVP invasion", ensuring that there's always people for you to invade who want just as badly to invade you.
These instances allow players to set up traps and defenses against invasion and thus, collect rewards against the invaders. These include placing turrets, moving obstructions/barricades, and settting up defensive drops and ambushes to attack other players.
This kickstarter is serving as a promotional event for the eventual release of Batch 17. We plan to release B17 early next year. In anticipation of that - we wanted to drum up some interest, and give folks a chance to buy the game at a significant discount.
Additionally - there are some cool things we want to do in the game but which we can't, in good conscience, include the features on DAY 1 or we'd be delaying - based on our current staffing level.
Any funds we do get from this kickstarter go directly into the development of the game - either for contract help (Animations, voice work) or full time (Development, etc)
Additionally, and its a bit cheesy, but we feel like we're trying to do something really unique here. If you hang out in the indie community at all - you know there's a real sense of sameness, saturation, and exhaustion. This game has taken 4 years and over $100,000 USD to get to this point, and we know we've got something special on our hands.
We hope you agree!
A NOTE FROM Ben McCallister (Lead Programmer, Founder):
You're thinking, this doesn't look like four years of work! You're right! (Mostly) I started this game as a hobby back in 2013 as a way to do game design for fun. Having programmed for nearly 20 years I was looking for a new challenge.
After a particularly inspiring concert I went to, I had the idea of converting one of my old novellas into a game concept. From there B17 was born.
I spent months learning everything I could about 3D, modeling and game design. Over the next three years I built a fully scalable back end to drive the game in a MMO style persistence model, along with building out dozens of core systems that are still in use in Batch 17 today.
Upon being greenlit on Steam in 2016, I decided to actually put some money into the thing. Fast forward a few months and we got our first un-secured backing from a small bank, to the tune of $15,000 USD. After a lot of rework and learning to build a team, we finally expanded to full time workers with our level designer, Kevin Lee, in February 2017.
From there the game's been on fire ever since. We've been reworking visuals, redesigning levels, building our own AI, and building a whole new front end for building quests etc.
At this point, we are sitting on four playable levels, with 2 more nearly completed, and all core features working properly!
Who doesn't like seeing a nice graph showing off their progress?
Check out our "Community challenges below". As we reach each individual milestone - backers, followers, etc, we will reward the community with something special! It could be a background, it could be a video, it could be an interview, or even bloopers!
You'll just have to check back!
Risks and challenges
Over the past 4 years, Batch 17 has had many starts and stops. At some point in every project, the desire and motivation begins to wane. Spending hundreds of hours in isolation, away from friends, family, hobbies, and occasionally hygiene, can be demoralizing to even the most sturdy psyche.
I found myself spending time in game dev forums, helping others, in hopes of rekindling the passion I originally had for the game. In the end, choosing to put together a team was the best decision I ever made. Having other people who are emotionally invested and can pick you up when you are down is worth more than anything, when you're in the foxholes and trenches of crunch.
Even still, we face challenges in the form of visuals and graphics - the bane of many indie studios. As confident in our tech as we are (And we are! Our code is legit!) the scale and scope of our game is a tough pill in this tight indie market. We know we're in a weird spot. We are not a 2D platformer, and we're not a card game. We also aren't a 60 dollar AAA title with Frostbite graphics. We're trying to bring an MMO-LITE experience to the sub $10 pricepoint, which is crazy thing to even attempt. (Which I assure you, is already completed or I wouldn't be here right now!) We need people who understand our vision, and want to support a studio that's doing what everyone said couldn't be done. We know our graphics aren't on the level of Battlefield or Horizon Zero Dawn - we are gamers too, after all, and we're not trying to fool anyone. But, I can tell you, we are doing something no one else is doing right now. No one. If you believe in our mission, and want to tell the world that you support the indie studios that REALLY try to do something different, and ARENT trying to just make a quick buck, then, show us some love, with a share, a like, or a retweet.
In the end - its support from those around us that drives us and keeps us going. Even if its "I see what you're going for, here" - the words mean so much to us. Please consider joining our discord channel and talking with us directly. Get to know us, and understand what is driving us, and this project. Not everyone needs to "give money" to show support, just knowing you care and want us to succeed gives us a reason to get out of bed in the morning. (I'm kidding, we don't sleep)Learn about accountability on Kickstarter
- (31 days)