CourEntertainment LLC's Video Game Project: "Space-opolis"
CourEntertainment LLC's Video Game Project: "Space-opolis"
Officers play from a Top-Down perspective focused on resource management and Soldiers play in the FPS perspective focused on combat.
Officers play from a Top-Down perspective focused on resource management and Soldiers play in the FPS perspective focused on combat. Read more
Our first product we wish to produce is our video game, temporarily called, "Space-opolis". A medium sized MMO-RPGFPS that will try to capture a more realistic overview of war and resource management. We will be using ProTools, Reason, Photoshop, 3DS Max, and Unity to create our product. "Space-opolis" is an online computer game that takes place in the not-so-distant future. Factions on Earth and Mars wage an all out war against each other for supremacy. In Space-opolis, Officer players experience gameplay from the 3rd-person top-down perspective; they construct buildings, upgrade various aspects of their army, and command basic units while managing resources. Soldier players experience gameplay from the First Person perspective; they utilize the upgrades Officer players put into effect, pilot various vehicles and fight other players. Players can focus on either individual or team progression. Mission objectives and class specified achievements give players something to aim for while progressing through the game. The game world s meant for 500 to 1,000 players in an open world, so players can freely enter a game.
The concept documentation and artwork is compete except for character art, music, vehicle interiors and UI, and a few programming parts. Most of the game's content and functionality has already been tested via pen-and-paper. The story of the game and the backstory for the game's buildings, sides of conflict, weapons, vehicles, characters and units are completed.
"Space-opolis" is an online-multiplayer that allows players to fight and work together, build, manage resources, explore, pilot and dogfight, item gather and craft for personal and unified purposes. Other games don't have this combination granted to online players in the manner discussed in the product's description. The biggest difference between our game and any competitor's game is that RTS (Real-Time-Strategy) from the top-down perspective and FPS (First-Person-Shooter) from the first person perspective, come together based on player choices; a game mechanic no other game has touched.
We want players to understand the value of teamwork and communication and to see things from another person's perspective. Players can learn multiple ways to problem solve using a team of dynamic players, allowing for potential growth in understanding different perspectives from their own. (This is achieved when Officer and Soldier players communicate and work together to achieve a common goal.) Dynamic problems and emotional situations allow for self-reflection and team building growth when situations arise (like when a friend of yours is an enemy of the alliance you're in).
We want the in-game community to form relationships similar to the one's found on the battlefields amongst service men and women, who form a family-like team. This relationship can be loosely described as a "family of capable individuals who function as a team unit. Each person has their own role to play in a unified mission. The team's priority is to achieve it's mission while prioritizing the safety and growth of their fellow teammates." Outside the game world, the company wants it's product to help students with the concepts of technology, art, and economic studies.
We would love for another company to replicate our game model into their future games. If the game mechanics were to be replicated by Triple A and Indie developers, it would be more than a great honor, it would serve as confirmation that our game mechanic concept is the "next-step" in the gaming community.
Risks and challenges
Our plan is to create memorable products that engage, educate, and enlighten its users, while being fun, re-playable and entertaining. We'll convert 2D images into 3D models, texture and animate the models, create music and sound f/x, code, and implement the assets into the game engine.
This is a Fixed Budget, Fixed Deadline project. The challenge, like in the software industry, is to deliver the project on-time and on-budget. However, with additional finance resources, more hands can work on this project which can ensure a high-quality (in appearance and functionality) deliverable, and possibly, move the project closer to BETA-launch sooner than anticipated. The additional time the game is in BETA will be used to identify and fix problems and exploits that ruin gameplay. The members of our development and production team have experience in Photoshop (for texture art), 3DS Max (3D modeling software and animating), Unity (the game engine), Reason (sound editing software), and ProTools (sound editing software). Pre-existing assets that are both cost free and royalty free (textures, code, scripts, models, etc.), found on various asset stores will be be edited, which will reduce the time checkpoints and milestones will be completed.
Though there are no true alternatives to our game, people can play Starcraft/Warcraft for resource management and RTS; Call of Duty/Battlefield for FPS; and almost any Role-Playing-Game (RPG) for exploration and item gathering with some resource management (like World of Warcraft). To overcome this challenge, advertising is needed to pull players in and have them experience our game. Two of our team members have experience in Public Relations/Advertising and have relevant and current media contacts.
After BETA-launch, our challenge is to remain operable and to maintain the servers and have customer service for our players and clients. This means that at least 2.5% of our target market will have to purchase our product. Our target market is as follows: Males ages 12-50, Females 12-36; primary focus on the United States. Targeting computer/laptop owners with internet connection. Target population at 105,118,708 – 174,721,212.
The true risk, as in all industries, is in the capital needed to start up and to expand. Currently, we're seeking investor financing to hire more than 13 new employees (up to 56 total employees max). This campaign on Kickstarter is for the 13 of us to get this project into the production phase (only 32 assets remain in the concept phase). The funds raised will be used to cover the costs of production and legal fees.
CourEntertainment LLC will design and develop all aspect of this game in-house. Meaning: we will not rely on 3rd parties to develop music, voice-overs, models, code, cut-scenes, art, etc.. CourEntertainment LLC covers all 3 phases of development: pre-production, production, and post-production.
By utilizing our research in the fields of physics, art, engineering, military and even science-fiction, we know that our product and it's assets will be intuitive and introduce concepts at an "easy-to-grasp" approach. For production, 2D images are scanned and cleaned up digitally before being converted into a 3D assets. Textures are created and imported into the 3D software then placed onto the 3D asset. Using storyboards as a reference, the 3D models are then animated. Sound f/x loops are imported into the 3D software for the animated assets. In the game engine, code is created for functionality and the 3D assets are imported so code scripts can be assigned to the 3D asset. Once everything is in the game engine, the game is tested for performance bugs, glitches, and crashes. When the bugs, crashed, and glitches are resolved after a Quality Assurance treatment, it's time for Beta Launch. During the Beta Launch, players give us feedback on any problems they encounter during gameplay. After several months of Beta testing, patching the game for the final Beta fixes occurs and now the game is ready for launch. Once the game is launched, a team of dedicated administrators and customer service representatives will maintain the servers. From Beta Launch and onward, 3D printing figurines and statuettes of the game's assets are being printed.Learn about accountability on Kickstarter
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