Disobey - Revolt Simulator
Disobey - Revolt Simulator
Are you ready to lead a Revolt? Disobey is a hybrid between a real-time strategy and a third-person action game.
Are you ready to lead a Revolt? Disobey is a hybrid between a real-time strategy and a third-person action game. Read more
About this project
Disobey is a hybrid between a real-time strategy and a third-person action videogame. The game is simple: you’re the Leader of the Revolt and you have to take down the Government. How to do it? Blowing down the Government Palace of course! But none can do it alone, you’ll have to coordinate squads of rioters to get weapons and medical kits by destroying strategic buildings, to find the better route to the Palace and to overcome policemen formations or tanks blocking your path. But remember: every action causes an equal and opposite reaction. The police will not stay just looking at your moves…
For us Disobey is a metaphor for change. We live in a world where the system chooses for us. Apathy makes us to exist without living. The awareness you have no more real control over choices is the moment you realize that you have to do something. Only the action can break the status quo.
In the exact moment in we decide to revolt, the change process begins. It’s all passing through a simple no. We rebel against what we don’t like, against who doesn’t make us to talk, against who impede ourselves to express, we revolt against who wants to choose our direction at our place, without our authorization. Revolt means standing up from the sofa and prepare oneself for the fact that for every action correspond many reactions. However hard may these reactions seem, we are going to face them with the awareness of being free.
Through Disobey we deal with this topic gently and ironically. There’s neither politics, nor really happened facts. In the same way fighting against our fears both paralyze and challenge us, rioters fight in the city roads crushing whatever opposes them. The objective is the Palace of Power, the, the last big obstacle between who we are now and, on the other side, who we want to become.
Here some informations about the dynamics of the game: on one side you will control the leader of the revolt in third person view. So, you have to find a melee weapon to smash things and enemies. You can pick up and throw urban props. When you find molotov cocktails and fire crackers you can store them and throw them when it’s time. And yes, you can throw stones anytime you need.
On the other side you will enjoy a RTS game. Do you remember “Hooligans”? Well, it is something like that . Around the leader there will be an area of influence. All the rioters who will enter in this area will follow the leader’s orders. You can't have a full control on them since it’s a revolt but you can set them in 4 moods:
Rioters will simply stand still and run away if the police come closer.
Rioters will follow the leader, but be careful to not run too fast, you can lose some of them.
Rioters will throw stones by default and will also use molotov cocktails and fire crackers when looted, keeping a safety distance from the enemies.
Rioters will attack melee policemen or tanks in their range, if not, they will waste buildings and vehicles
So it’s important what you do as an individual and how you act as a strategy leader.
We designed the entire in-game user interface giving the focus to the concepts of minimalism and simplicity. So during all the playtime of every scenario, there will be just three small areas of the screen occupied by interface panels.
In the bottom-centre of the page you will find the 4 buttons representing the orders you can give to rioters, they will animate when the corrispondent keyboard button get pressed.
The panel on the top-right of the screen it’s about stats. There you will read about how many rioters have been killed or how many buildings have you destroyed. Finally on the top-left of the screen there will be a calendar with Hours calculations of in-game time.
We are giving a special focus to the music that will play in background during the gameplay. That’s because we want to communicate the mood felt in these scenarios not only through visual design.. Here is a little sample of how it will be, enjoy!
Have you backed Disobey? So the revolt has just began…..you cannot stop fighting now, we still need your support: to achieve the goal and beyond, we have to spread the word all over the world. Shares, likes, tweets these are all good weapons for our rebellion, follow the instructions below to unlock awesome general and personal rewards.
The first step is already done backing this project, now like Disobey’s Facebook page and follow Disobey on Twitter.
Reaching the first goal (1000) will unlock this general reward:
Disobey Unique Limited Character
Characters will be revealed at the reaching of every goal.
Are you a real gamer? So we’re waiting for you on this battlefield! We need support to spread the word on Steam and IndieDB.
Reaching the first goal (1000) will unlock this general reward:
Disobey Steam Trading Cards
Cards will be revealed at the reaching of every goal.
That’s a one man mission: here comes up how brave you are! Sharing Disobey’s campaign on your social networks will give us the most useful support.
Share this link ( Bit.ly/DisobeyTheGame ) with the hashtag @DisobeyTheGame on Twitter and Facebook and post the link on Steam connecting it with the game Disobey to receive this personal reward:
Special Character Skill: Spray Your Tag.
Completing Social Rioter Quest, we'll give you a special game key with this feature unlocked. You'll be able to paint on in-game walls a customizable tag.
Stretch Goals will be revealed when 30% of the funding goal will be reached.
We are a small creative team based in Rome, everyone of us with different skills and backgroud but united by a strong passion for VideoGames and coding. First friends than collegues, we work hard together every day from several months in order to develop our first project - Disobey.
When we started to work to Disobey we knew that it would have been impossible to realize the game alone. We have always known that one day we would have asked help to someone. So, we decided to ask directly to the community. We loved (and clearly we do love) Disobey, but what about the community? So, before asking them money, we decided to ask just an opinion about our project and we submitted the game to one of the most important IndieGame Community: Steam Greelight. The people welcomed the game with enthusiasm and after 43 days Valve Greenlite us. This success was pure adrenalin, it is our pride and joy.
Then we were ready for the next step: Kickstarter. Kickstarter is a testbed and a springboard at the same time. If the community likes you they will help you to create your project. We knew that it would have been hard but we decided to take the challenge. We studied what we needed to create a good product and we arrived to the sum asked in this campaign. This is how we will use the founds we want to raise with the campaign:
As you can see from the graphic, the biggest slice of pie will be consecrate to the developing of the game. We will use the funds affordable for us for dedicating to the game 7/24 during the time provided for development and we'll hire other two talented Software developers. The rest of the amount will be devided between Rewards, Kickstarter Fees, Licenses & Copyrights, Marketing and Sound&VFX.
Hoping that everything is going well, after 35 days of campaign we will need some days to rest. It has been a very long and hard period and in order to start in the best way we’ll need to recover the strength. Anyway the first of July we’ll be back to work stronger than ever for releasing the first Demo Version the first days of November. Thanks to suggestion and feedbacks from the communities we could carry on the development improving and developing as much features as we can to release the definitive version at the end of December on Steam Store.
Risks and challenges
Developing a game in 5 people is not easy. We will need to hire many more talented developers in order to get the quality that our Backers deserve.
We know that complications always spring up during development and despite we studied hard to imagine all of it, we also know that in a video games development not everything is predictable. We will do everything is possible to solve potential problem in a short time.
We have established 8 months for both development and testing the first release but at the same time we want to release a high quality product, so there is a possibility (we cannot rule out any possibilities) that the game would take a little more time.
During the time of campaign we also would like to receive advice and opinion from our Backers in order to implement new function or details they would have in the game.
Support this project
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