Funding for this project was canceled by the project creator on May 26, 2012.
Funding for this project was canceled by the project creator on May 26, 2012.
Gamers have a joke: the next step of modern gaming should be to add a "Watch the game" button. Do you miss hardcore gameplay with crazy, dynamic, immersive freedom of choice inside the game? If so, you are one of us.
WHAT IS SKYJACKER?
Our first priority has always been to transform a space combat game into the hot action that fills the player with adrenaline - the most important feature, lost in most games today. Playing other space sim. games we were always left wondering "why?":
And finally, why can't I reach and land the planet in front of me?
Having no chance to fix all these flaws in other games we decided to create our own game - SKYJACKER. This is next gen space gaming, which solves defects of previous games, improves quality and breaks all traditions of the genre of space combat.
And all of them together, transferred to space.
*** The game plot is based on original IP from the “Abyss Lights” book series.
HERE is a list of links to download the demo.
SKYJACKER is a 1st person free-roaming space combat game with incredibly high dynamics and freedom of the gameplay, which you‘ve never seen in any other space combat game before! (Don't believe us? Check the video intro above - this is the real gameplay captured video)
The player controls a space pirate, roaming space in his starship. Game objectives are:
GAME FEATURES (in brief):
Orchestral tracks made by Krzysztof Wierzynkiewic (he also made music for "the Witcher 2" and "Bulletstorm"). Electronic tracks made by Eugene Zhukov (CEO of Digitilus).
Space combat is a large focus of the game. This is a place where the player uses all his skills and talents in tandem with battle features of his spacecraft to achieve mission goals. The intro video of this project's head demonstrates real gameplay of space combat in the current version of the game.
Such factors as Flight Model, vehicle physical parameters (mass, type of armor, engines power, etc.) and weaponry settings (number of fire points, types and quality of ammo, weaponry features) have a direct influence on the combat result. The player is motivated to progress in all aspects of the game to win his space battles.
The ability to break any in-game objects into their component parts is the key factor of space battle in SKYJACKER.
Being in development, the game passed several iterations, when we improved the graphic design and code base, rejecting poor or inefficient algorithms. The current version of the game has a very good level of completeness.
Space Battle Mode screens
Game Menu screens
WHAT SHOULD BE DONE:
We are planning to finish the game in a period of 10 months. Then we will need 2-3 months additionally to test everything and to fix all possible bugs. And "Boom!" - we will launch the game.
The game we have made has been labeled too "odd" or "niche" for most publishers. Let me show you some answers of world biggest publishers we discussed financing and publishing:
"Our main interest is in innovative gamplay feature and/or technology rather than in game genre. This said, there are indeed some genres and themes that WE do not particularly like (sci-fi, adventure, SPACE SIM)" (UbiSoft)
"Thanks for showing me Skyjacker – it looks like you are fairly far through development – congratulations for getting this far. Unfortunately this would not be of interest to EA, but good luck on moving it forward." (Electronic Arts)
"I'm rather busy at the moment so I can't provide detailed feedback for a couple of weeks. From a very brief glance, I'd say that this probably isn't right for US." (Square Enix)
Take note – not a word about you guys, about gamers! Nobody said: "we doubt it would be good for GAMERS" All they said is: "it's not right for US [publishers]"
In the end, we have come to the same conclusion as many other die-hard game developers - it's better to deal directly with those who love your game and whose main profit interest would be to get fun from the game itself. I mean you guys, you - gamers. Thus we decided not to wait for some publisher's blessing to go forward, but we need your help to make it real!
(Game Convention in Leipzig; 2005; Days when SKYJACKER was just an idea in Eugene's mind)
This is the motto of our Kickstarter campaign and we're so glad to offer so many prizes to our backers in addition to the game itself. Here are just a part of exclusive physical gifts we offer in our Kickstarter campaign:
Please check the REWARDS BREAKDOWN to orient in each tier's details to see everything we offer to appreciate your contribution!
* * * If there is a difference between tier description on the right of this page and in the spreadsheet, you should trust to spreadsheet, which we update regularly * * *
Our professional background was and is the core team of Abyss Lights Studio. It was the first company of Eugene Zhukov (CEO and Producer of Digitilus), where SKYJACKER went from by its program technology, art design and gameplay features.
During 9 years that company served over 100 clients and passed through 400+ projects. You can meet our work in such projects, like NFS, League of Legends, Asterix & Obelix, Batman & Robin, World of Tanks, Penumbra, Aliens in the Attic, Ancient Wars: Sparta, Fire Department 3, etc. Maybe your kids like TV show "Lazy Town" or you played incredible game "Asteroid Storm" in 3D Stereo Cinema theaters there in London (England). All these projects are results of work of the same team, which is working today on SKYJACKER under the umbrella of the new company Digitilus.
The game’s core differentiator is the ability to assemble or to break any in-game objects into their component parts.
The video and images below demonstrate some of the enemy ship’s inner construction. Player can shoot out any of these details in the battle:
The video below (earlier version of the game) perfectly demonstrates such controllable demolition of the big transport ship in battle:
Furthermore, players can use fragmentation effect of enemy ship explosion to wage additional damage on other enemy spaceships.
Composite Environment (such as asteroids, solar panels and signal beacons) - their demolition can be used in the battle as well. By using small debris and dust to increase the damage radius, the game makes it possible to damage large static objects, such as ship-repair docks or space stations.
Advanced Customization of the Vehicle - The player can customize his spacecraft using construction elements and devices of aliens’ ships, which have been captured in his previous missions. Such deep customization of the ship lets player create an “ideal configuration,” which would be well balanced for the upcoming mission conditions.
As a result of such customization, the player gets a completely unique visual design of his battle craft with a feature set that includes, mass, speed, physical model of the flight, set of weaponry and other important attributes.
Combining of several armor shields, weaponry, power equipment and other devices lets him balance his ship and adjust its parameters for each mission unique conditions.
For example, if the battle will happen in asteroid field, the player can use a light armor (employing asteroids as a natural shield) and not powerful engines (just to jump quickly between asteroids), but he should use the type of wings which gives him Duplex flight model (check Flight Models chapter below) to have a possibility to move forward and backward between lumps of broken stones or to dive into holes and tunnels there inside of big asteroids. Moreover, there is a reason to add a powerful energy shield generator in combination with short range/rapid-firing weaponry, which is effective in close combat. As a result, the player will get a very light (by mass) and maneuverable spacecraft, which will let him wriggle between asteroids and realize short but massive close-range attacks.
On the other hand, open space requires a craft armored with heavy armor, long range weaponry (ray gun), auto-targeting smart missiles. It's suitable to have Direct or Strafe flight model together with powerful engines - to fly straight and fast, using inertial tricks to avoid enemy fire.
The higher the player’s rank, the richer a set of details and devices there in the hangar within his secret lair.
Innovative System of Missions Getting - Unlike other games we have no static sequence of missions in SKYJACKER. Being related to piracy the player looks for "deals", which come from tip-offs and rumors from criminal dealers. The player uses the Pirate Stock Exchange to contact the dealer and has the freedom to choose a deal depending on his rank and capabilities..
Having lower rank (such as Newbie, Thief or Robber) the player has to pay for his deals (i.e. to get information about best time and place to rob trade convoy, cargo ship or weaponry storage). Then he goes there trying to complete the deal (Space Combat).
With higher status (such as Saboteur, Assassin, Professional, etc. ) he starts to get exclusive proposals, when the client will pay him for ideal results. Depending on his rank it could be an offer to mastermind sabotage (to destroy space shipyard or to explode asteroid mining camp), to assassinate some military VIPs or ... something even more interesting ;))
In this way the Pirate Stock Exchange is a social network of pirates, where they look for deals, meet partners and share rumors.
Flight Models (i.e. physical method of the flight based on advanced physics of the flight) - players can change flight model of their spacecraft by switching parts or devices (like wings, engine drives or turbines).
Most of Space Sim. games normally use only one model of the flight, which we call the "Direct" or "Classic" model. Using this model the player can only fly forward, turn to the left/right/up/down (yaw/pitch), roll and use a booster to speed up his vehicle.
In SKYJACKER we have implemented FOUR (!) flight models: Direct (classic), Duplex (it lets fly forward and backward), Comby (it lets fly like an aircraft) and Strafe (inertial model, which enables the use of helicopter features during flight, such as drifting, several inertial tricks, sidewise skidding, etc.).
The video below demonstrates comparison of "Yaw" function in different flight models:
Player ranks - The player begins his career as a newbie, flying a rusty space junker, equipped with an old weak gun. Progressing, he climbs the criminal ladder, changing his status in the criminal community and getting more and more new ranks (Thief, Robber, Saboteur, Assassin, Professional, etc.)
Each new rank opens new opportunities for him, that were unavailable at the previous stage. Ranks are directly related to the system of missions getting on the Pirate Stock Exchange.
Alien Races - the player interacts with ten alien races. Each race rose from different planetary conditions, has unique biological features, social structure and employ their own set of technologies in their spaceships’ construction design.
Globally there are two leading races: Yatagooshee (intelligent reptiles) and Aspirogans (the silicon-based creatures). They are the main rivals for Galactic domination. Other races either participate in their coalitions, or stay apart, keeping neutral position (TLD, TRSK).
But there is a race, which is ready to serve any party for good benefits - the Balagores.
They are nomads who lost their native world thousands of years ago. Well-versed in piracy and thievery, they are also the best scouts in the Galaxy.
Their spaceships are a patchwork of stolen, captured or scrap technologies, assembled into sophisticated constructions. Being made up of all that they can steal or find in space, each of their ships is unique and inimitable.
We play for a human, who was raised by the Balagore and who is a pirate, like his tutor (learn the Storylinebelow). Most of our friends and partners are Balagores. Other races are generally enemies.
Original Visual Design- a radical difference of SKYJACKER from other space games is the visual design of alien spaceships and technical constructions. We DON'T USE (!) any rectangular or cubic forms to create details of spacecraft or industrial objects. We prefer to use flowing, smooth shapes, which combine natural organic forms and industrial design. Our goal is to show the world of aliens, which is fundamentally different from our ordinary world.
Some races prefer to use heavy armor and pure mechanical elements to build their spacecrafts.
Others prefer to combine mechanical and organic armor elements.
Furthermore, some of races employ biotechnology to "farm" their spacecrafts right in space.
Finally, there is a race of aliens, who has no spacecrafts, because they are a race of bio-techs, who live in space. Their bodies are their spacecrafts.
Original Concept - The story happens in the future (really? No!) ... in the deep past of the Earth, in its Ice Age. You play a good guy ...(ehm) ... actually a very bad guy, who was taken in age of 8 from the wild Earth aboard an alien spaceship. Raised by noble super-hero (oops, sorry) ... by cruel space pirate, he left his tutor acquiring a home and family ... (sorry one more time!) ... skyjacking a spacecraft to become a military space fighter pilot ... (damned! I'm wrong again!) ... to become one of the most ruthless pirates in the Galaxy. He earned glory by saving the World ... (No! No! No!) ... infamy by robbing trade convoys and being engaged in sabotage for hire all around the Galaxy.
In SKYJACKER you play this wild dude flying, shooting, robbing and killing aliens, crashing their ships all around the Galaxy. Your passion is pirating new devices for your starship, to promote your status in the underworld community and actually to do all you want, shaking this respectable world of alien fops.
Original Soundtrack - the music of SKYJACKER completely reflects an idea of space saga ("Lord of the Rings" in space). Most of in-game soundtracks have been realized in epic orchestral style to support space battle atmosphere. Game menu / transition tracks have electronic sound to support feeling of virtual interface and online networking.
Orchestral tracks made by Krzysztof Wierzynkiewic (the Witcher 2, Bulletstorm). Electronic tracks made by Eugene Zhukov (CEO of Digitilus).
Here you can hear some tracks samples.
During our Ice Age, a young human male named Ael was taken from the wild Earth aboard an alien spaceship. Raised by a space wanderer, he left his teacher at age 16 to become one of the most ruthless pirates in the Galaxy. He earned infamy by robbing trade convoys and being engaged in sabotage for hire all around the Galaxy.
The chaos of global interstellar war turns him from small-time pirate into high-priced mercenary. When the war ends, he’s forced to escape from the prosecution of justice into the dark unpopulated Galaxy regions, where he undertakes several bold missions, earning acclaim and protection from several mystical races.
New troubles arise when the race of hostile invaders called “Shaarkarians”, approach from the dark abyss of space, devastating inhabited worlds and killing all life they meet on their way. They exploit the telepathic abilities possessed by most of the galaxy’s inhabitants, using psi-controllers to enslave them. Capitalizing on the well-known fact that humans are mentally deaf, the Galactic Society hires Ael and other such “freaks” to stop the ruthless alien onslaught. And - check this - some of them are human, like Ael!
The book series reveals more details ...
How much should I add to my pledge for INTERNATIONAL SHIPPING?
First of all, we will do shipment from Los Angeles (CA)
Kickstarter mentioned USPS in their FAQ here http://www.kickstarter.com/help/school/reward_fulfillment
We also suggest to use this USPS Calculator: http://ircalc.usps.com/
Pay attention! Such prizes as poster, giftbox with disks, book and other such things need to be packed into the box.
Here is a big PDF document http://pe.usps.com/cpim/ftp/manuals/dmm300/Notice123.pdf
Despite its complexity we found few helpful articles there and would like to provide the folloving algorythm:
1) Check page 45-48 to find your country in list to determine Price Group (for example, Sweden has a code 5 there)
2) Go to page 42. There is a table of dependance v=between prices and the weight. Not sure how much will weight any parcel, but we guess somethign from 3-5 (a couple of disks+T-Shirt) to 10-12 (same + hardcover book and extra T-shirts) pounds. As we see, $10.03 is a biggest price in this category.
3) There probably should be a custom clearance fee - something around $5+
Furthermore you can check pages 58-60 there for quick references.
In result, we get around $15 to send parcel to Sweden.
But let us warn you - we are not experts in this area. We are developing games and just are trying to help you you figure out this issue same way as you would do.
What is the difference between STANDARD EDITION and SPECIAL EDITION of the game?
Standard edition of the game (mentioned in pledge $15 tier) is a FULL VERSION of the game with complete set of features and functionality, excluding video cuts, video intro and some other "beauties for fans" there inside. But we convince you - for $15 you will get absolutely FULL game!
SPECIAL EDITION is the STANDARD EDITION + video intro, multiple video-cuts during the game, and other aesthetic in-game add-ons.
Both versions are equal by their in-game functionality, gameplay features and set of missions in Singleplayer mode.
Yes, here is a list of links:
If you are located in United States/Canada:
If you are located in Western Europe:
For Eastern Europe go to http://www.igray.ru/news/4826
Furthermore here is a RapidShare link: https://www.rapidshare.com/files/2998849772/skyjacker_install.zip
We strongly recommend you to learn ReadMe! before to start download. Be sure your computer fits our technical requirements: http://www.skyjackergame.com/docs/ReadMe!.pdf
We understand how difficult it is to choose the right tier to pledge. We prepared rewards breakdown spec to help you make the right choice.
Completely NOT! We don't sell the demo! Any demo of the SKYJACKER will be available FOR FREE! Thus, you will get FULL game (STANDARD EDITION) for $15 pledge.
There are two tiers for $30 pledge. Initially there was tier $30(A). Being unable to change it (Kickstarter blocks pledged tiers to change) we created tier $30(B). We officially confirm: WE DO NO DIFFERENCE between them and will provide similar rewards to backers of both tiers. The prize will be equal to pledge $30(B) tier: Co-op of the Special edition of the game + soundtrack + earlier access to the game Beta.
For $50 pledge you are getting Special Edition of the game (including intro and video cuts) + both EXPANSION PACKS + other rewards described here: https://docs.google.com/spreadsheet/ccc…
QUESTION: I'm aiming for the $50 in order to have all the missions, but what is different between the anti piracy/planet battles, and the advanced versions of those?
ANSWER: Concerning both expansion packs - they are the same in tier $50 and tier $175. Means there is no difference in gameplay features in those expansions for those both tiers. But tier $175 includes physical items (such as disks, t-shirts and poster) and some additional digital prizes, what increases its price.
What platforms is Skyjacker going to be available for?
Currently our target platforms are PC and Mac. This time the game is porting from our own program engine to Unix game engine, what will let us support more platforms in the future. Especially popular game consoles, such as XBOX360 or PlayStation.
As for Linux - as was mentioned there in FAQ:
We would like to support Linux! But Unity don't have an option to build out to Linux at this time. Here is discussion concerning this: http://answers.unity3d.com/questions/27136/because-the-unity-3d-does-not-run-in-linux-environ.html
As soon as Unity will support Linux, we'll be able to make Linux build of the game too. We hope this fact won't change your desire to be our backer as well.
As for portable devices, such as PSP, PS VITA, or iOS/Android portable pads - we have doubts they are powerful enough for our set of features. Our strong focus is on the complex physics and per-detail demolition of ANY in-game object. Thus we can use only powerful devices and platforms.
But in our further plans are to distribute the game through such cloud service as OnLive, what will let our players use their portable devices to play the game in streaming mode.
Is there any chance of a LINUX port?
We would like to support Linux! Currently our basic engine technology is Unity, but they don't have an option to build out to Linux at this time. Here is discussion concerning this: http://answers.unity3d.com/questions/27136/because-the-unity-3d-does-not-run-in-linux-environ.html
As soon as Unity will support Linux, we'll be able to make Linux build of the game too. We hope this fact won't change your desire to be our backer as well.
From other point, Unity supposedly supports NativeClient, which is cross-platform and will run on Linux using Google Chrome. You can probably offer a Linux port through that. We know that, but we prefer don't promise unproof / untested things. Means, currently we have no test results about our technology work in such condition.
So our position: better don't promise, but to do, than to promise and don't realize.
In result: there is a real technical solution to play this game on Linux without ANY special improvement. But we cannot 100% promise you this before we'll test it in the future.
This pack includes both ANTIPIRATE MISSIONS and PLANETARY CAMPAIGNS MISSIONS. Check details in FAQ below
QUESTION: Are EXPANSION PACKS going to be sold after game launch at a premium to non-backers?
YES, they are going to be sold after game launch at a premium to non-backers, but with some reasonable delay after we reward our backers.
This includes totally cool, exclusive desktop PLANETARY BATTLE WALLPAPER for your PC, Mac, tablet or mobile device. + ADDITIONAL SET OF MISSIONS (the number is a subject to change, but NOT LESS than 12-15 additional missions in overall), where you play PIRATE, flying in planetary space and attacking planetary bases (located in volcano, in rocks, in asteroid craters, etc.).
QUESTION: What are features and details of the PLANETARY CAMPAIGN EXPANSION PACK of missions?
All those missions will happen in very close planetary space, right over surface. You will interact with factors, which are absent in open space missions, such as: atmospherical turbulence, gravity, physical obstacles (rocks, volcanos) Furthermore, you will need to fly inside of tunnels, between buildings, to maneuver by playing with your speed regulator. You should take to attention positions of other ships comparing to yours - something may fell down to you from the top during the battle, etc.
In overall, the planetary campaign missions provide completely different type of the gameplay, which is closer to Flight Sim experience rather than Space Sim.
This includes one totally cool, exclusive desktop ALIEN WALLPAPER for your PC, Mac, tablet or mobile device. + ADDITIONAL SET OF MISSIONS (the number is a subject to change, but NOT LESS than 12-15 additional missions overall), where you get to play against pirates, escorting convoys, defending your space base etc. Each race will have unique interface skin, several unique types of weaponry and other features, specific to the race and unavailable for pirates. Here you have a chance to find out how it feels to be attacked by pirates in space.
The game will have both singleplayer and multiplayer modes it its final release.
Single player mode provides mission based experience, while multiplayer mode will let you play team battle sessions.
We are planning to provide up to 32 players multiplayer mode session (actually, we have no limit for a while, the number of players is a subject to change after testing of the final version of the game) 4 types on multiplayer campaign will be available: Deathmatch, Team Deathmatch, Capture the Flag and Last Man Standing.
What KIND OF MISSIONS we may see there in the game? Escort? Infiltrate? Scavenge?
As for types of missions - we tried to avoid traditional mission subjective, like escort and other similar ones. There are few Infiltrate missions, when you should fly between asteroids, or even in a shadow of the huge transport (almost sitting on it), to reach several shipyards inside of large asteroids, to go there inside, to mine them and to escape under the enemy fire. There is a complex trigger scenario in such kind of missions, which includes several consequences depending on your action result. Each wrong step increases the complexity - if you was inaccurate in your way to asteroids, you have a chance to meet guard prepared and waiting for you there. If you succeed to reach asteroids and to mine them inside, you have a time to escape, while your friends will attack the main base to get all the guard attention to themselves what let you escape.
There is a mission, when one race hired you to kill VIP of their enemy. You are entering with your gang in the middle of the battlefield between two armies fighting each other. But your task is NOT to shoot others, but to infiltrate to one army's backstage and to destroy their military consultant ship. You should fly under fire, and BOTH armies can attack you, because their soldiers don't know, that you are hired. You must avoid to spend time and ammo, cause there is a time trigger - if you will be too slow, enemy army will destroy your "client" army and you will fail your mission.
In overall, most of missions are to kill, destroy, make sabotage for hire, rob convoys, infiltrate to secret place and destroy something (shipyard with new powerful cruiser under construction; military storage; scientific laboratory with experimental super-gravi-weapon, trying to survive if scientists will launch this weapon against you), etc. Believe us, this possibility to destroy ships per piece open the whole new Universe of gameplay features, tricks, tasks, possibilities - now you can act very precise, and your task could be very specific - to destroy THAT part of the ship, or use only THAT method to win.
There is a race (RTB), whose ships you can destroy ONLY using smart drones, which should be released in very exact moment of time (when enemy disable their energy shield to fire you) and in a very close distance to let drones to reach the ship and to infiltrate inside through technical holes between armor plates to explode the ship from inside.
Furthermore, be prepared for surprise - sometimes shit happens :) it's possible that your gang (which hired you) won the mission, but then they will decide to kill all hired members to not share the loot with too many pirates. In this case you can get the mission after mission, when you should survive or to try to escape as soon as possible - you live in space pirates world and must be prepared for such scenario ;) Etc. etc. etc. etc. ..... :))
Is there any kind of TRADING SYSTEM planned if this game?
We understand, that WOULD be great to cover ALL aspects of the real life, including trading. But our professional experience prevents us from trying to insert EVERYTHING in one game. Thus we prefer to be focused on limited amount of features, but to perfect them inside their limits. The strong focus of the SKYJACKER is in all aspects of the space combat. Neither trading, nor resource exploration, just brutal and merciless battle in space. From other point, there is a PIRATE STOCK EXCHANGE, where you can sell your loot or some of your devices and to buy other devices or consumable items (such as fuel, air, ammo, drones, rockets, etc.) Another trading-like feature is the way of mission getting - you have to pay to dealer for information. Thus some minor trading between missions is just means, but not goals. The main focus of the game is a space combat.
Will there be a possibility to switch to a COCKPIT or 3RD PERSON VIEW?
3rd person view - YES! There is cpompletely no reason to have such deep and rich customization of the player's ship and don't let him to to see a result of such customization in the battle mode! Thus it's just a camera issue, which is already implemented there. But we disabled this view mode in demo for a while, cause it doesn't work properly yet.
Cockpit view - completely not, because (by our scenario) there is no real cockpit. The pilot is sitting deep inside his ship, in an armored conning capsule, getting any visual information from external sensors and cameras directly to his eyes, like in a virtual helmet.
Will there be any kind of TURRETS WEAPON?
Yes. In higher ranks the pilot will be able to buy such kind of weapon. Actually, that cruiser from the image there in our front page has 7 turrets. You will be able to capture and to use those turrets in your own ship assembly as well.
Will there be any deployables such as MINES and COMBAT DRONES?
Yes. Furthermore, there are missions, when you MUST use mines or drones as your main weaponry to reach your mission objectives.
Does player ranks system let me get any RPG EXPERIENCE?
Progressing in ranks the player gets access to different TYPES of missions, which he won't fulfill on his earlier stages. It is related to that set of weapons and devices, which have been collected for each rank. And for sure, it's related to his skills (real trained skills of the player) to operate with different flight models, different devices, weapons and to use different tactics in space combat.
For example, a Thief should always pay the dealer to get each new deal. The only type of mission he can expect is a thieving mission, where he can steal some loot from a broken transport ship or grab goods in lost warehouse. He cannot fight against military crafts, being forced to flee when the military guard arrives.
The gang of Robbers can attack a trade convoy, fighting the light armored guard, but they are still too weak against military squadrons. The Robber still has to pay for new deals, but he's able to attack rich and powerful targets, fighting military forces as well. Saboteur and other higher ranks comprise a level of pirate elite. Such ranks have a choice either to buy deals or to take exclusive proposals from unknown clients and to get paid for serving them. Exclusive proposals include such tasks as destroying some industrial object (shipyard, asteroid mining camp) or assassinating some VIP. Getting an exclusive proposal, the player will be paid for his service. But he still able to get new devices and technologies, captured during the mission.
Here you can read more about ranks http://www.skyjackergame.com/the-game/game/player-ranks/
What are the REPLAYABILITY FACTORS in the game?
- different assembly of your ship - each time you can play your mission differently due to the different configuration of your spaceship
- wide range of methods to destroy enemy ship (crash it on parts; shoot long until it will explode; blow up its engines making it unmanaged and wait until it will meet some huge asteroid on its path; etc.)
- alternate path of a mission - even there in demo you can choose to kill the runner ship in the beginning of mission to prevent new fighters appearance later then. Or you can choose to focus your fire on faster demolition of main targets of the mission (2 big and 4 small transport ship) having in mind to destroy them faster than additional enemy fighter will appear
- hidden "unfair" triggers - sometimes shit happens :) it's possible that your gang (which hired you) won the mission, but then they will decide to kill all hired members to not share the loot with too many pirates. In this case you can get the mission after mission, when you should survive or to try to escape as soon as possible - you live in space pirates world and must be prepared for such scenario ;)
- Multiple characters - we have a bunch of characters with their names and well programmed personal features, who you will interact with, meeting them from time to time and interacting with them. Some of them will be your friends, others will be your permanent enemies - even pirates!
- Unlockable content
What languages will SKYJACKER be localized in?
Well, good question. Initially we planned to do Russian (cause it's easy for us) and English (as a basic version) voice/text localization, + French, Spanish, German, Italian text localization. But now we got volunteers, who propose us their help in their native language voice records so maybe we will have other languages with voice localization too.
Do you or will you support FFB JOYSTICK?
Yes, we do! Actually, our first game "Abyss Lights: Frozen Systems" was especially created for FFB Joysticks (it was exclusively distributed by Thrustmaster as a part of their FFB joystick set). The video you saw in header of this project - I used Thrustmaster T-Flight HOTAS X joystick while capturing the gameplay. Furthermore, we support keyboard+mouse only mode as well. There is a Setup tool in the game, where you can adjust your settings including keyboard, mouse, joystick, gamepad and ANY (!!!) controller, which can be used as an input device.
Can I change scheme of controls?
Yes. We have an own system of controls related to our native set of functions. There is a Setup tool, which lets you re-assign keys for keyboard, mouse, joystick or gamepad manually. Just launch Setup.exe before to launch the game itself. The only control feature, which is disabled in the current demo is an inverse scheme of controls. But we are planning to enable it there in the final version of the game.
When are you planning to release BETA of the game?
As for beta - we guess to get it available in 8 months as the latest. Alpha will be ready much earlier and we have in mind to invite our the most active backer to help us test it despite the fact it wasn't promised in rewards ;))
What KINDS OF SHIP will one be able to fly in the game?
Normally we fly fighter class spaceship. But it's getting heavier upon the time due to our progress and growing number of devices getting after each mission completeness.
But in last few missions we will get a chance to pilot military cruiser - that one, from our header here in Kickstarter.
Can we have MORE THAN ONE SHIP in a hangar?
We have a basic ship framework, which is our hardware base. We use it to mount other details on it. But this framework will be the same in all missions during all game long. We only will mount new and new details and devices. But here is a trick - growing in ranks we will get some details with additional devices, which already mounted on the basic detail. For example, we have a "wing" class of details. This class has two types of weaponry slots, mounted on it: 1) rocket/torpedoes launchers 2) mounted weapon (machineguns, ray-guns, etc.) But some races' wing includes such additional devices like additional engine drives, what will be additional to your main engine drives. Even there in demo you can select RTB or SHA wings, which includes such additional engine drives. This lead to new gameplay feature - you get different flight model due to additional engines presence.
Furthermore, we will have many other types of expansions there. Some of them will enable a possibility to MOUNT DETAIL ON DETAIL, increasing the total number of slots. In result the complexity of your spacecraft will grow in time, while this still will be a fighter class of the spaceship.
There is a possibility to save your preferred configurations/assemblies to quickly switch on them or to modify them later.
What about to hire AI WINGMEN who will support you during the missions?
EXACTLY! Even there in this demo you flight with AI partners.
There in the game you will need to hire (or to be hired in) a gang in case if you got a TEAM mission. There in PIRATE STOCK EXCHANGE is a directory, where you can select pirates to hire. You will see their high score, their status, even how much of money they have available to invest, so you can require them to add money to buy some mission together. Additionally you can ask dealer for loan ;)) Let me convince you, this STOCK EXCHANGE is a very attractive game inside the game.
From other point, if somebody don't like to manage this process, we have auto-hiring mode there - system can pass through this hiring process automatically.
Will we be able to land the planet?
YES! We definitely will let you LAND the planet !!! We have very interesting set of features concerning this. Before to land the planet you should check, is the current configuration of your ship let you do this?
For example, there are two types of ASP race armor: vanbram and danbram. The difference is that the first armor's production is located in a planetary condition and the armor is a solid monolith. It's still strong, but not enough. Second type of armor consists of dozens of layers with small empty space between them. It's stronger, because it can be springy. From other point, this second armor will be broken after the flight in atmosphere, when pilot will turn back to vacuum due to the air and moisture between layers, which will explode the armor or will fix its layers. The first armor, being less strong, will keep its features in both space and atmosphere conditions.
There are many other features, connected to the landing. But let us keep it closed for a while. Others already claimed us that we disclosed too much of game details in advance :))
Are you planning to support MOD makers in your game project?
YES, we are planning to provide mod tools to let players to create own missions as well.
Additionally, we discuss here a possibility to let players to create own spaceships modifications on a base of our patchwork set of details, but this will be harder to control and support, we predict many problems with physics and game crashing due to very high complexity of this gameplay feature. As a compromise, we could let players send us their assemblies, which we could correct and integrate into the game, regularly posting updates of new spaceships assemblies.
- (30 days)