In Rock Hunter, the player controls a small spaceship called
Mjöllnir, floating in space surrounded by rocks. The game is played from
the first person, like a space combat simulator, and the asteroid field is entirely 3D. The player
rocks with the ship's guns, scoring points. Lasers, blasters, and other weapons are
planned, and rocks will be dynamically simulated so that they can be cut
apart, fragmented, and otherwise destroyed in unique ways every time.
Rock Hunter is focused on polish and minimalism. I'm aiming for an
artistic game; a game that doesn't try to overwhelm players with flash
and special effects but aspires to a more understated visual effect.
Most noticeably, while it utilizes 3D rendering
techniques, the game is in monochrome. (However, the game's engine will
still support color.)
Rock Hunter utilizes a new form of development that
doesn't fit neatly into existing categories: Obviously it's not a
big-budget corporate game, nor is it exactly an indie game, as its source code will be released under the GNU AGPL v3 and its assets under a CC-BY-SA license. However, it's not a traditional free software
Its Kickstarter funding is nothing new for games, but this was
chosen not because it was necessarily the most efficient way to make
the game profitable, but because it allows a new paradigm for
entertainment software: games developed full-time that give their
users freedom. Freedom from DRM. Freedom to modify, remix, and adapt,
and even sell what they make. Software in which you're never seen as
a thief, or even as a “consumer,” but as a participant and
Rock Hunter Kickstarter funders will be considered purchasers of the game. After it's released, the game as a whole will be offered for a fee: users who play it will be asked to pay money for it if they enjoy it. Those who want to modify and adapt it will be free to do so under the terms of its GNU AGPL and CC-BY-SA licenses. This will be better than modding; users will have access to all of the game's source code and art to do whatever they'd like with.
I'll post a monthly development update on the Kickstarter page for all funders. However, if you sign up at Boxed Copy level or above, you'll get access to the private development weblog, where I will provide weekly updates.
At Special Edition and above, you'll get the right to vote on certain game decisions and get Beta Test access. This right to vote means that I might create more than one ship model and holding a vote on which one to use, for example. Note that source code and assets won't be released under the CC and GNU licenses until the project is complete, even for Beta Testers.
Finally, if you sign up for the Developer Edition or above, you'll get access to additional game decision polls.
If you're an international backer, please add $5 more for shipping for all rewards with physical items.
Rock Hunter itself is built on the Avion engine. Avion is my dream
game – a long-term goal that I hope to approach in steps by
releasing a series of games that improve various aspects of the
engine and implement all features needed by Avion. If I was focusing
on just releasing Rock Hunter, I would be able to release it in
perhaps as little as three months, but in light of the long-term goal of
Avion and since the engine and assets are considered part of the deal
here, I want to release something more polished on the code side,
something more useful to users who want to develop their own games on
this codebase. In that light, I need more time. The long-term Avion
development schedule I made called for six months of pure cleanup work on
the engine. I'm setting the Rock Hunter goal at nine months of development
time, with the possibility of a three month extension if I end up needing more time. I promise to work hard, though, and do my best to minimize the wait while maintaining quality. At the end of development, I'll release Rock Hunter, its source, and
its assets. At that point, I will decide whether to continue the
cleanup phase or propose another project, depending primarily on the
amount of surplus raised and the status of the cleanup phase.
Thanks for reading, and please pledge today if you're interested in the game and/or in supporting this experiment in game development! Remember, you're not charged anything unless the project succeeds.
Where Does the Money Go?
Mainly for my food, clothing, and shelter. The total donation amount is about enough for me to live on for nine months; the projected project time. Even so, it won't cover everything, because I have to pay for the physical rewards and my monthly budget is a bit larger.
Anything above the pledge amount will be used for me to continue development on the engine with more projects like this one, leaving eventually to Avion if all goes well.
Track Updates on Twitter and Facebook:
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