Funding for this project was canceled by the project creator on May 30, 2012.
Funding for this project was canceled by the project creator on May 30, 2012.
Clearly we are not going to make it, but thanks to all the folks that believed in our project. Keep supporting Kickstarter, it is a noble venture.
Eric talks about the oddball ride that Conquest has taken and his really nice watch !
In this update, our lead programmer Anthony Salter presents a video about why you (yes YOU!) should support Conquest 2.
This update features the first of what we hope are many fan-made videos describing Conquest 1's popularity all over the world!
Our first update is up, with early coverage of our game in various places. Plus tips on how you can help find us backers!
Do you recall, not too long ago, when RTS games were played just for the fun of it? When we were not worrying about how many trophies or acheivements we had unlocked. We just played the game for the pure joy of kicking someone else's butt in multiplayer with guile, wits and sometimes, brute force.
When games lasted longer than fifteen minutes?
When you could build your base whenever and however you wanted?
When you could adjust your strategy during the game?
A time when bragging rights were all that mattered, and finding an opponents weakness in his or her defenses and exploiting it was a worthy goal.
Well, those days are FAR FROM GONE !!
Conquest 2 - The Vyrium Uprising is the sequel to the critically acclaimed real time strategy game Conquest: Frontier Wars. You build and command a vast armada of ships, factories and research facilities to become the dominant force in the universe.
Gameplay revolves around managing your resources, upgrading your fleets, and fighting to expand your territory. Be careful though, in Vyrium Uprising you also need to watch your supplies and supply lines as those become strategic targets for your enemies and sometimes those sneaky conniving Allies too.
We are about 50% complete with Vyrium Uprising, yet there is still a ton of stuff to do, things like balancing the 4 races, new artwork for units & interface, new campaigns to design, so much more cool stuff!
While we don't believe in patting ourselves on the back, we certainly don't mind it when others do. Conquest: Frontier Wars was Worthplaying's RTS of the Year, and earned an IGN Editor's Choice Award. In addition, it scored a 98/100 on GameZilla and won The Wargamer's coveted "Award for Excellence" with five out of five stars.
What sets Conquest apart?
Admirals - Control large fleets with a single click.
Supplies - Targeting your enemies supply lines adds unique strategies.
Multiple Maps - Fight on up to 16 maps at the same time.
Dynamic Galaxy - Novas, black holes, extraordinary star systems, randomization of maps, all make for a unique experience each and every time you play.
Hybrid Units - Unlock special units by allying with other races, or just take the technology yourself in combat.
As publishers turn more and more towards the safety of the console world, many of the games and genres that we enjoyed get left behind.
And not because there are not fans of those games, but rather that they don’t produce enough juice to propel those enormous cash guzzling publishing behemoths. So we fans get left out having no say in the board rooms, nor any chance at having our voices heard about the games we want to play.
Kickstarter allows developers and fans to reach out and digitally handshake with each other, to get instant feedback on features that make the game better. Direct feedback is invaluable in saving time and allowing developers to avoid the arguments with the marketing department about what is and is not politically correct at that time. (YIKES – those late switches in game design are painful).
And it gives fans a chance to buy the games at a reduced rate !
Try going into a retail shop and pre-ordering the game and saving 50%, like we do here on Kickstarter.
Do you see that happening anytime soon? No? Neither do we.
Since Conquest's release in 2001, it's been amazing to see fans around the world creating mods of the original for the sheer joy of it. Conquest's history has been completely driven by its fans, and we're not stopping that - in fact, it's why we're here! We decided to make Vyrium Uprising because you demanded it. You were constantly sending us emails and posting about what you would like to see in the game, and in some cases even calling us so you could chat with us about Conquest.
Not only are we cool with that, but it's exactly how we want the development of Vyrium Uprising to go! Become a Peezocker Contributing Member and get access to live design meetings, a private forum, and private IRC channels. Our team will have a dedicated weekly meeting online with all of our Contributing Members, giving you access to the creative process like never before.
Wow – that would be amazing !!!
We set our goal where it is because we want to ensure that we can achieve it. However, if you guys tell us you want more, we are certainly willing to give it to you! Exceeding our goal opens up a world of possibilities:
Peezocker is a slang word that means someone who goes their own way, they are known to buck the system, an instigator of a sort.
When we chose the name for our company that seemed to fit our team’s nature.
We are a group of seasoned game developers who share a passion for making high quality games. Eric Peterson is the Studio (knuckle)head, Mike Morlan keeps us on schedule, Sergio Rosas Is the Art guru, Anthony Salter is our programming and blogging fanatic, and Steve Garcia is our Interface shaman and Sr. concept artist extraordinaire.
Eric Peterson is the original producer and designer of Conquest: Frontier Wars. He got his start working at Origin Systems before founding Digital Anvil with Chris and Erin Roberts. He then started his own studio called Fever Pitch Studios which he sold and became Development DIrector for the likes of Warthog Texas, Warthog PLC, Gizmondo and Tornado Studios.
Sergio Rosas is our Art Director and owner of CGBot, a game development outsourcing group in Mexico - and of course we are going to be using them in the making of Vyrium Uprising.
Mike Morlan has been in the games industry for more than 20 years and cut his teeth working at Origin Systems on some of the earlier Ultima projects. He was also the project director at Fever Pitch Studios. In addition, he is an experienced independent film maker and story teller deluxe.
Anthony Salter started as a tester at Origin Systems, became a senior programmer at Fever Pitch Studios, and has worked for Human Code, Aspyr and Stardock.
Steve Garcia has been making games for about 8 years at companies like Disney Interactive, Junction Point, Fever Pitch Studios, Midway, Golden Goose and Midnight Studios. And before joining the games development world, Steve was an animation director on feature films like Iron Giant.
What does all that experience mean other than we are really old?
It means we know what it takes to make and ship games. Head on over to our company website at Peezocker.com for even greater detail on our team and what we are planning!
And if you read this whole danged thing, you deserve a medal !
Team Peezocker !
Here is the link to the original demo from Conquest Frontier Wars that will give you guys and idea of game play, now imagine all new units and graphics - and away we go ! http://download.cnet.com/Conquest-Frontier-Wars-demo/3000-2119_4-10229101.html
As part of our development process, we will strive to maintain compatibility with WINE so that Linux users should be able to play the game. A native Linux version, however would require us to exceed our current funding goal.
Spread the word, post in bulletin boards, send email to friends, tweet, post on facebook, or shout from the hilltops, get people coming to view our vids, and support a more strategic RTS game.
This is the most asked quesiton, and it is honestly the most relevent one. When we made the first Conquest Frontier Wars it cost us about $5+ million to make.
This one is a lot less because we are buiding upon a working foundation, but that does not diminish the fact that our RTS game is extremely complex.
We have hundreds of units moving and shooting at each other at one time across 16 different map - the game is not a simple one to make. We have to re-do all the original units and interface to make them up to 2012 standards, we need to add in all the cool new features like Hero Admirals, resource AI, and finish adding in a 4th race and making sure it is balanced.
Even though we are a small team- we will be outsourcing to other companies to pick up the slack and to keep our costs down.
So while $675k is a lot of money - it is honestly the right amount to finish this game to a high quality level, anything lower could have set us up for disaster, and if you guys trust us with your $, we want to make sure we deliver on a AAA level experience.
This game is big - and will be great !
- (30 days)