Stretch Goals & Diorama Sneak Peek
A new week and 10 days to go! We are past the 50% after a good weekend, and we are gearing up for the final push.
We are thus slowly closing in on the $200,000 stretch goal reveal mark, so we would like to show you the first two stretch goals as a carrot.
$ 375,000 Mountains, Mines and Pits
The first stretch goal will be an additional themed zone bringing the mines back into the game. We would like to add 10 sectors with mountainous region and at least 2 mines. Each with their own mining town.
We will create an art set themed for mountainous regions where locals have been digging for materials for decades. Riches lie beneath the earth in form of coal, iron and even precious metals.
Several small mining towns exist in the different mountain regions and can be controlled by the player or the enemy factions. So they serve as an income source as well as give interesting opportunities for fighting in the dark pits.
Mountain regions have also been known to have hostile animals like bears and hamsters!
$ 400,000 Map Editor
Keeping in line with wishes for additional modding options we’ve decided to go for the map editor as one of the first stretch goals.
We want to build a level editor that scales with the costs needed, therefore we're starting out with a high level editor (for those of you accustomed to halo's forge editor this is something along those lines). You will be able to pick between different preset terrains where you can start placing buildings and props.
Additionally you will have control of spawn points for NPC’s, hooks for dialogue scripts, triggers that can be linked to e.g. alarms or the faction loyalty system.
We are basing the editor off our internal tools used for especially Space Hulk. A older version of the editor tool can be seen here for a quick demonstration of a Space Hulk like environment using Frontline Tactics art:
While the editor in the video is used to place corridors and rooms on a black/blank grid, it could easily be used to place a house on a ground plane instead.
New sectors created with this editor can be hooked into the strategic map and override existing sectors.
It will not enable you to do _everything_ into small details, but it can be used to easily expand the world with new exciting sectors that you make up. For hardcore modders it would even then give the ability to redo the entire island.
The map editor is a standalone executable, and does not require Unity or programming skills.
As Javier and Jesper are chewing their way through creating the diorama scene, we wanted to give you a fresh work-in-progress shot of the art as currently in Unity.
Remember this is totally WIP and the final look might differ.
Here is an up close of the M16 that Javier has been working on as well.
We are all looking forward to a new and exciting week and we will keep our efforts on the same level and even higher them in order to get this project funded. Work on the Diorama is progressing nicely and we’ll be covering certain aspects of it in the upcoming updates.
Until next time!
The Full Control JAF Team