A science fiction, first person, full immersion, strategic space game.
A science fiction, first person, full immersion, strategic space game.
Imagine with me;
You, sitting at the command chair of a spaceship that you have custom configured.
She is a small ship and you have been hard at work, hacking away for maximum performance for a while now. In the beginning she was little more than a shuttle, but now you have equipped her with every weapon and engine improvement that could possibly be attached, and with your skill as a pilot, she is mean enough to take much larger ships.
The fat cruiser floating through space in front of you is oblivious to you, as you drift in a low power state. To it you are just another piece of debris, drifting among the meteors in the silence of space.
*Model is a rough draft. It will have a lot more details when it is done.
You have time to check your systems. At a gesture your chair rotates to the engineering screen, from here you can see that you have plenty of power in your capacitors and some extra spare parts, just in case the cruiser gets some lucky hits on you. You reroute a little more power from your engines to your main cannon...
Your chair rotates back to command station. You issue commands to the front turret, instructing it to target the cruisers weapons first. And configure a second turret for defense.
The cruiser drifts slowly by. It’s engines will never be more exposed. You snap into action powering up all systems. Lightly you pull on the control yoke, angling your ship to stay behind your opponent, where his forward facing weapons are useless.
Your ship shudders from small weapon impacts as you watch the indicator for the main cannons readiness. You curse a little as the power bars slowly climb towards green. Your offensive turret powers up quickly and begins firing on the cruisers shield. Your defensive turret shoots down the first few missiles fired at you, while your forward shields are taking a beating from the cruiser's rear turrets. In response you launch some small laser drones, designed to overload cameras and sensors, to do their worse. The attack on your shields lets up as the cruiser is forced to destroy the blinders before it can effectively target you again. You check your cannons power levels and smile, knowing soon it won’t matter. Your shields fail at the next barrage and minor systems start taking damage. Maybe you cut this one a little too close.
The buzzer sounds indicating that the main cannon is now online. It doesn’t have any auto aim capabilities so you have to be sure to compensate for the Cruisers movement and the slow antimatter projectile. That is ok you’re a pro with this cannon.
A slight nudge to the controls brings your targeting reticule to about half way up the target ships length and you fire...
The antimatter round shreds what’s left of the enemy shields and hits the engines, destroying two of them in one hit. The crippled cruiser puts up a weak fight as your turret takes down its weapons one by one. Your cannon completely immobilizes it in a few more hits. You know it will take too much time to destroy the ship and mine the wreckage, but you can board it and strip it of its material reserves and schematics and be out of here before any help can arrive.
You trigger the docking sequence. Get out of your chair and walk down to the airlock.
As you walk by, you sigh longingly at the warsuit that would never fit in the narrow hallways of the cruiser. You settle for a handheld flamethrower and a proximity turret. Your console details the map of the enemy ship and you set the waypoints for the drones to take cover positions. You do one last check of your inventory and skills, good thing that you crafted enough grenades. Your shield generator is in good repair.
Time to go!
You trigger your drones into action. They will fight their way towards the bridge as a diversion. You are going to go straight for the cargo hold, and woe to anyone that gets in your way.
If you love this concept there are some things you should know.
- You won't be charged unless the game is fully funded.
- It’s kickstarters policy. If it doesn’t get funded no one gets charged.
- I have been asked why do you need so much.
- Well there is a lot to do. BUT when you really think about it there are games on kickstarter with 74000 backers. If this project had that many backers the average donation would only have to be 28 dollars to make the asking price.
- I asked for enough to be sure we can deliver on what we promise.
- What's to lose? Just put your 30 dollars in now. You know you're going to spend that 30 dollars on some game that isn’t going to be half this cool anyway. At least put it toward a chance at being a part of something awesome.
- Donate if you can, if you can't, but want to help, then tell your friends.
- Please spread the word to your friends or social media of choice.
- just link it!
This is the game we want to build. With your help we can build it.
Are you tired of the same boring game:
- Skill trees where all you can do is fill in one branch or where each branch is the same just different labels giving only the illusion of choice?
- Combat dynamics that amount to pushing three buttons in the same old sequence.
- Character stats that are completely useless to your “class”.
Me too, and its in every modern game I play!
Do you remember stacking strength so your wizard can wear plate mail in the first Diablo? The good old days when you had to think and weigh the benefit to get what you wanted? A real choice!
If you’re an adult, who enjoys video games, today’s investors don’t care what you want. They want children to be able to play the games, and lets not kid ourselves, children are indeed a large market. This creates games where “simple to play” is the motto. They take successful games and make them into even simpler (lamer) games that are just like them. That is why we are stuck with the same old dps, tank, healer game.
We want to combine the three best parts of current games.
First person skill. The thing about FPS is your skill and reactions are what you live or die by. We will combine the active style where your skill, accuracy and approach to combat tilt the balance against your opponents. Though there will be some items that auto aim(turrets), the most powerful weapons will require skill, aim and timing.
RPG character building. If you're like us we love to develop our characters. But do more than just farm the same gear that everyone else has and pick the same skills everyone else has. We want you to be free to build strategy into your character and we want each character stat to count for something. Craft your own items and skills to enhance your play style.
Sci-fi world immersion. We want this world to be your second home. Hang out in your ship or space station go to the bar and get in a bar fight, or party with friends. When you're sick of the real world. Here is one where you have rocket launchers.
- Imagine taking a fighter inside a huge starship. Piloting your way through massive maintenance conduit, eliminating strategic targets, before parking in the dock and taking the fight to the bridge on foot, or in your mechanized war suit.
- Characters that not only fly ships but build machines and possibly even use magic to battle enemies in places ships can’t reach.
- Combat dynamics that involve choosing the right defensive posture to mitigate damage and the right attack posture to maximize your offense. Constantly adjusting to work against your opponent. Timing your attacks and defensive abilities. Triggerable short duration high defense abilities to negate devastating attacks.
- Here is a concept. There is no tank class. Tanks are made by stacking buffs until specified members of the party are “super human” It could be any member or several members of a group. (if we have the resources to make it a MMO) imagine raid dynamics where you have to change from one “super tank” to four “medium tanks” and back again through the progression of a fight.
- Every skill, piece of armor, weapon or ship modified by you, to suit your combat strategy.
- We plan to use the crysis 3 engine which has the graphics capability to build a game that will last well into the future.
- Updatable game structure, so we can release content packs and add to the game as fast as resources allow.
- The goal: A first person, full immersion, game with heavy elements of strategy.
Minimum game would be a co-op game with one to twenty four players in mind.
- Modular customizable ships that you can get up and walk around in, board or be boarded in.
- More than empty space. Areas should have some “interior” or large structures to make piloting your ship more interesting than just flying in circles shooting at targets that are also flying in circles.
- A focus on choice and strategy.
- Custom skill use where you select the attack/defence, then the area, then the power to fully customize how it is used.
- Combine FPS and skills/special abilities.
- No classes, anyone can use anything they have the attributes/skills to use.
- Enemies and adventures that scale in difficulty/number based on players.
- An interesting story arc that involves a lot of character growth.
- Customizable items armor.
- Some crafting.
- Notoriety system where NPC’s react to your reputation.
- Update system to add expansions.
- The below features that can be added within budget.
Maximum game would have all the above plus.
- Extensive crafting and technology.
- Extensive skill tree
- Customizable skills that level individually, no level caps!
- More maps to take advantage of all kinds of adventures. Ships, Mechs, character vs character.
- Hidden adventures exploring deep space, lost alien species and drifting wreckage
- Massive space stations/ships.
- Warzones where equally matched armies of NPC’s are fighting for territory and you can turn the tide.
Whatever the funding we get. We plan to create a dynamic universe with days of original content,a focus on re-playable combat dynamics and an update system for expansion packs. We want you to still enjoy this game ten years from now.
Risks and challenges
First off I’m a gamer. I always get depressed when I see an interview of some long awaited release and they talk to the director or the project manager and he says "I don't play games but I know this one will be great" I have been playing videogames since Sentinel Worlds in the late 80s (that is 25 years people) and always craved more and better games. Somehow sci-fi games have been neglected to the point there are none that satisfy.
My current job is to manage a team of rare highly skilled individuals that are critical to the support structure of a billion dollar company. I understand project management and working under stress where decisions will cost or save thousands or hundreds of thousands of dollars and the research needed to make those decisions. This will be the same, only this time it's my dream and passion to make this successful.
I have programed in C++,php and Java. I understand programmers and their limits.
I went to school for multimedia and found much enjoyment in 3d art. The image of a ship on this project is mine. I have done some contract work for a video game and recognize the design requirements for games and limits for artists.
I have worked with Torque game engine, Shiva 3d, UDK and will use CryEngine 3 for this project due to its ability to adaptively tessellate models on the fly. We have already seen it set the bar for performance and capabilities.
As a project manager for this kind of project I am well qualified.
The main challenge is to locate the talent to create the art needed.
In this regard Initially I will hire a senior programmer, a senior artist, a few junior artists and a sound engineer to start. Enlist contractors to get the simple models cheaply. The artists will be there to build the truly custom models for maps, characters, ships and space stations. We will measure progress monthly and scale up as needed to meet the deadline.
Yes this would be my first full video game.
1. project timeline could slip, if items take longer than expected.
2. Might go over budget.
3. May not locate the artists needed.
How we will avoid the above problems:
a. I'm basing it in Utah because I know there are a lot of 3d artists there and the economy is not as high as San Jose so I can get considerably more for the same price.
b. In addition to recruiting local talent, set up a community presence and website.
c. Engage the community in forums to contribute or build community art and hire those that show exceptional skills.
d. Build a Demo with the ability to pull upgrades from a web server.
e. Complete a game with replayable combat dynamics and scalable difficulty that accomplishes the main goals.
f. Then we just start adding to it until release date or we hit the “maintenance” level of budget. (to keep the servers and expansion projects going).
g. I’m confident we will gain so much support that we won't hit a budget problem and we will keep the pre-order method of self funding going through the whole project.
h. Creating a web presence and visibility for the game will be important so towards the later part of the project we will hire a marketing person or firm to help push it. Possibly engage one of the large game publishers for distribution.
If you're an enthusiast why not come along for the ride. A 30-60 dollar donation will get us all started and that really isn't that much of a monetary commitment to break us out of the current creative rut games are in.
If you're handy with programming or 3d art. Check back. As soon as we have a site up, I would love to see what you can do and maybe you can influence the future of your next favorite game.
Currently we started a basic site at www.awakenedstudio.com This is where we will be heading up the project.Learn about accountability on Kickstarter
- (30 days)