$729
pledged of $55,000pledged of $55,000 goal
29
backers
0seconds to go
Funding Unsuccessful
The project's funding goal was not reached on Thu, July 21 2016 10:10 PM UTC +00:00
Blue Comet GamesBy Blue Comet Games
First created
Blue Comet GamesBy Blue Comet Games
First created
$729
pledged of $55,000pledged of $55,000 goal
29
backers
0seconds to go
Funding Unsuccessful
The project's funding goal was not reached on Thu, July 21 2016 10:10 PM UTC +00:00

About

Are You Ready To Face The Storm?
Are You Ready To Face The Storm?
Help us out on Steam Greenlight!
Help us out on Steam Greenlight!

 

         

ACRO STORM is a futuristic racing game which takes you into the galaxy's greatest sport, airbike racing!

This game has been in development since early 2014, with preliminary design work dated as far back as 2011. It is largely inspired by the great classics of the racing genre such as: F-Zero, WipEout, Extreme G, and some other well regarded racers such as Jet Moto, and the various Star Wars pod racing games. 

 Acro Storm brings together an eclectic cast of characters. Combine that with serious speed, tons of bikes, and a strong online multiplayer, all to make a futuristic racing game unlike any other! 

    Who We Are

Blue Comet Games is made up of an small, international team of enthusiasts for games in general. Collectively, we have experience on a wide range of platforms; from PC, to home consoles, to mobile devices.

A brief primer on us: 

Christian Fowler- Born and raised in Louisiana, and serves as Creative Design, 3D Artist, Writer, Animator, and Track Designer. I have QA and development experience with games for Xbox and Playstation platforms, as well as developing for a few indie teams, but really REALLY wants to publish on a Nintendo console. Aside from racing games, I’m a major fan of platformers, adventure games, and fighting games!  

Cory McGregor- I am an artist, 3d modeler, and general tinkerer from BC, Canada. I have always had an interest in art, especially those disciplines which blend technical knowledge with skill. The various forms of digital art certainly fall into this category for me. Aside from art, I’ve dabbled in programming,music, and writing. I look at games and game design as an emerging form of art, and I believe that we’ll continue to see more and more examples of this as technology improves.  

Hunter Blake- I'm a programmer from Jacksonville, Florida. I’ve been programming for years actually- mostly in LUA for GMod addons and whatnot. Hyped, eager.

Adam (Von Snake)- A proficient developer who is also the programmer of Wipeout-like retro game BallisticNG out on Steam, also a maker of music and very passionate about game development!


There will be a story mode where you can play through each character’s individual storyline to learn more about them. You can also try your luck online where you can form racing clans, and make it to the top of the circuit. This competition is no-holds barred, so you'll need luck, grit, and wits to make it through and end up on the champion's podium!

We are working to create a unique combat system for ACRO STORM. There are a plethora of weapons, both offensive and defensive, to carve yourself a path to first place. The weapons system is designed to offer different tiers of weapons to choose from. It will take split second reflexes to figure out the best weapon to use at the right time.

You will also have the ability to evade weapons with the “spin technique”. Spinning will quickly rotate your craft a full 360 degrees, causing many projectile weapons to outright bounce off, temporarily allowing you to avoid damage. For some attacks that are more persistent, like a heat-seeking missile, a well-timed spin can throw off the missile lock. Time it just right and you can quite possibly cause the missile to target an unfortunate racer in front of you! Mastering the spin technique will be a vital skill to learn if you want to get to the top in one piece.

Airbike racing is one of the biggest sports in the galaxy, and for good reason. The thrills, danger, and sheer premise attracts people of all sorts. Of the many organizations out there, the ACRO (Airbike Competetive Racing Organization) is the biggest supporter of the sport. It is also the host of the PAR (Pro Airbike Racing) Grand Prix, the final racing competition of the season that spans a number of worlds and racetracks.

There's a great deal that goes into the event, having a great many planets and corporations sponsoring it, in exchange for advertising in one of the galaxy’s largest sporting events. The Grand Prix is also notable for its racing field being a mix exclusive invitation, as well as having open qualifiers for racers bold enough to qualify. Countless fears, hopes, dreams, nightmares, and more are all on the line as they prepare for Acro Storm.

Everyone has a story, and they will have to face this storm head on to stay focused with the hopes of going for the gold. Hardship can always come from more than one source.

Characters

A total of twelve characters have made it their mission to win the Pro Airbike Racing Grand Prix.

Each of their stories will have their own challenges to progress through and discover what drives them forward. Characters will interact with each other on and off the track to give them a bit more depth. Here are a few of them:

Ni'keria

She is the younger daughter of the great racer Ni'kino, thought to be a legend among his generation. After his retirement, he sought to groom his two children into following his footsteps of becoming great racers. Both kids jumped into the sport from an early age, and have never looked back.  

Ni'keria's fun and friendly attitude has won her many admirers on the amateur circuit, and she has been showing rapid improvement over the past couple of years, winning several youth racing titles. Despite being noted to occasionally lose focus in races, she is widely considered to be the next big star of the ACRO Professional League. Many people are looking forward to seeing how she performs in her first PAR Grand Prix.

Michelle McHearten

Michelle McHearten is the current PAR Champion, having won the gold two times straight. She has an overall easy-going, and perhaps a bit cocky, attitude about her racing. While she always welcomes new challengers, it's said that she likes to burn them in one on one races.  

Despite having experienced a horrid racing accident, her love towards racing has never faltered. She's fully prepared to retain her champion status. Many are wondering if she'll pull off the PAR Grand Prix's first ever third straight win. The pressure is on for Michelle, and she's never been one to disappoint.

Gerry Martson

Gerry is an old hand at airbike racing. Formerly a consistent top placing racer a few years back, he worked as a pit chief and airbike repairman before establishing his own company Martson Construction. While a capable firm of contractors and construction workers claiming to be capable of rebuilding anything, recent business has not been so great.  

In an effort to boost business, Gerry has decided to take up his old love of racing in order to try and gain some popularity for his business. With his trademark laser focused demeanor, all brief interviews point to the hopes that winning the PAR Grand Prix will be exactly what he needs to bring his business back from the brink. However, keeping up with the mysteries behind his company while being on the road and racing may prove to be a challenge for him.

Locations

There are a wide variety of areas to visit, from the deep jungles to far off space! Here's some concept artwork of a few places:

 and for comparison's sake:

Here's some other concept pieces:

 

 

In the game, there will be three 'weight classes' of bikes: Sport, Cruisers, and Pocket. Each type of bike can be rode by any character. Each class of bike also has stats which tell the capabilities of a certain portion of the bike:

  • Top Speed- How fast the bike can go, period.  
  • Accel- How quickly the bike can speed up.
  • Handling- How well the bike responds to turns, braking, and powerslides.
  • Shield- The shield ranking defines how well the bike can take a beating before its shielding shorts out and it become susceptible to an easy crash/elimination.

Sport

Sport bikes are the average style of bikes, being generally good all-around workhorses. Top Speed, Acceleration, Handling, and Shield power are all generally about average, and each Sport bike generally has one or two stats which they're slightly above average in. In short, you can't really go wrong with a Sport-class bike for most instances.

Cruiser

Cruiser bikes are generally come with a strong body, but they tend to have poorer handling and accelerate slowly. Cruiser bikes are generally a bit larger, framewise, and have larger thrusters, allowing for a ride that's slow to start, but is a vertiable rocket if you can get it- and KEEP it- up to speed.

Pocket

Pocket bikes are generally slightly smaller than Sport-class bikes, but have excellent acceleration rates and handling. They tend to lack strong shields or a very high top speed, however. Mostly are built for aerodynamics to an impressive degree, and masters of this type of bike are notoriously difficult to hit or keep a weapons lock on.

Customization

Customization is planned to be a feature in Acro Storm. Initially, you can simply choose your vehicle's coloration before a race. You shall eventually, however, be able to unlock different parts within a class of bike. You can then customize your vehicle by swapping out parts, allowing for different engines, chassis, or headpieces. This does have a limit, however- you can only fit togethers parts within the same class. An engine for a Pocket-class bike will only fit with other Pocket-class parts, of course.

 As mentioned earlier, weapons will be acquired in 'tiers' as opposed to individually. This is accomplished by picking up glowing 'power cores' on the track during a race. The more cores you get, the higher tier access you gain, allowing you a wider variety of weapons. You can always jump back down a tier if you wish, although be careful if you do- you can't go back up, and once your use your weapon, you drain all your cores and must start from scratch.

Among the many types of weapons, there are (as an example):

  • Rapidfire Cannon
  • Heatseeker Missiles
  • Deathlock Missiles
  • Arc Lightning
  • Spreader Mines
  • Core Drain

And more than that. Many weapons can be repelled by a well-timed spin, but some, you're just better staying out of the vicinity off if you see or hear it deployed.

Multiplayer is intended to be a major part of Acro Storm. There is planned to be, aside from lobby races that both random folk and friends can join, the ability to form racing CLANS, allowing you and a group of like-minded speed freaks to race under one banner, winning clan points for your group, which could potentially be worth quite a bit down the line- especially if you team up, challenge, and defeat another clan in a Clan Battle - a race series much like a grand prix, in which points are tallied over a set number of tracks. The primary difference, however, is that the CLAN'S overall number of points at the end of the series is what determines if you win or lose. It's just as much about teamwork as it is individual skill in Clan Battles!

Of course, features such as online leaderboards will also be present, allowing you to see who has the fastest times, the clan with the highest point total, and so on.

 

The engine we're using is the Unity 5 engine. We believe that Unity 5 has a great combination of versatility, power, and ease of access, and our experience with it will be what allows us to develop this game (with the Kickstarter's help, of course) rapidly and with skill.

Our primary platforms for the game are the Wii U, PC, and Mac systems. Linux is a consideration as well, but less so due to our relative unfamiliarity with the OS. 

The Wii U version, at the moment, is the only console intended (with port to future consoles a possibility- eg: NX.).

 

$60,000- TRACK EDITOR 

We've been hoping to get this in the game regardless, to tell the truth, but as things are, we'd need a bit of an extra push to get the main game out when with want with the editor. Hence why this is the first on the stretch goal list. It should be noted that while the rest of the stretch goals are largely dependent on funding to happen at all, we'll still try to make the Track Editor happen in a later update somehow- this is just to make it happen FASTER.

$70,000- Versus Battle/Deathmatch Mode

We think it'd be nice to add some new modes into the game, and generally, when you think multiplayer with weapons, you think Deathmatch! We want to make it worthwhile, so we'd be building specific arenas for deathmatch mode. We're thinking 5 or 6. Due to how the game is being programmed, we should be able to include Team Deathmatch in this goal as well!

$80,000- Capture the Flag

Capture the Flag is another popular multiplayer mode, but it'd need some new assets as well as more specific programming. We think it'd be time well spent, however!

$100,000- 2D Animated Cutscenes

Now, this one's interesting. While cutscenes are planned, we're fans of classic animation here. We have several people in mind to work with getting animated cutscenes done for the game, should we get to this point. (The more money we get, the more cutscenes we'll be able to afford!) We've talked to a couple of studios already, and it's simply a matter of confirming things should the Kickstarter reach this level.

So, Where's The Money Going?

So, what is all of this being used for?

Well, the chart down there will give you a basic idea, but...

To elaborate on it a bit, these funds will primarily be going towards allowing full-time development- increasing the quality and development speed of level development- basically, making things prettier, faster. So if you want to see more screenshots and better videos, please don't be afraid to pledge!

We'll also be utilizing a fair chunk of it for making certain our programmers are fed properly, and that they are able to work on the online portion of the game with the speed and thoroughness that it deserves. We'll be keeping you updated for every important change, of course, as feedback is VERY important to us.

Music and sound is important to us as well, and there's some money being marked off to make sure that our composer (https://soundcloud.com/adymus) will be able to belt out some rockin' tunes on the regular.

The rest will be going towards making sure we have proper tools, such as devkits for the long haul, and clearing up any administrative processes that might crop up.

Risks and challenges

Largely, the main risks are the standard budget, time, and feature implementation risks associated with every video game project

All members of the team have experience working on various media projects beyond just video games, and have extensive experience in dealing with these issues to deliver results in an acceptable form and fashion.

Blue Comet Games intends to utilize this experience, along with our desire to see the game in the hands of interested players, to keep ourselves well aware of the primary end goal, and we have so far done rather well in keeping ourselves on the ball, so to speak. We're making absolutely certain that none of the backer rewards or stretch goals will cause us undue issue, and we've double and triple-checked that everything we offer is well within our capabilities.

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    HOMEMADE RACER

    PIT LIZARD + Work with Blue Comet Games to design your OWN BIKE to be put in the game! Become the next great hoverbike designer!

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    The Ultimate in rewards- BECOME a RACER in the game! While you won't have your own storyline, you will be voiced (by yourself if you so desire), and have character interactions on the track! You'll also be granted ALL OTHER REWARDS.

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Funding period

- (30 days)