Chainsaw Ninja In Space -
Chainsaw Ninja In Space -
A 3D stealth action RPG with character progression, a customizable derelict spaceship, and multiple paths to victory. PC - Mac - Linux
A 3D stealth action RPG with character progression, a customizable derelict spaceship, and multiple paths to victory. PC - Mac - Linux Read more
About this project
Chainsaw Ninja In Space is a stealth action RPG developed entirely in 3D.
Its levels are designed to allow for a variety of stealth approaches depending on the gear you bring with you in addition to an extremely violent combat system based around the use of your ninja's signature weapon, the chainsaw.
Outside the missions you take from the clients across the galaxy, you will be able to upgrade and customize your base ship, a large derelict salvaged from a spaceship graveyard. You will also be able to customize your character with a wide variety of armor, tools, and weapons and spend your hard-earned money to learn new skills and abilities.
For a more detailed description, you can read our summarized design doc here: https://www.dropbox.com/s/torew7dwxqarf0n/DesignDoc%20-%20CNIS.docx?dl=0
Our Facebook page is located here: https://www.facebook.com/ChainsawNinjaInSpace/
An early movement and stealth prototype can be downloaded from here:
The prototype is primarily to demonstrate the movement mechanics for the game. All stealth mechanics implemented are rudimentary and not representative of the final stealth system.
All stealth in Chainsaw Ninja In Space is based around an awareness system. When you move, you produce sound. When you use technology, you leave a technological signature. If the enemies in the mission have the equipment to detect your technology or if you simply got too close, the units you're near become "interested."
Once interested, the units will investigate the area. If they find nothing, they'll return to their normal routine, but they'll generate "suspicion." If the suspicion level gets too high, they'll start increasing their attention span, spawning more defensive and scouting units, and activating more sensors. Should they find you or strong evidence you're nearby (like planted hacking tools or remote devices), they'll become "alert."
In the alert state, they'll begin to actively hunt you down and will activate all technology they have at their disposal. This could mean a failed mission, but you can still evade most technological tracking devices with the appropriate gear and skills.
Overall, the focus is on having both small and large interactions. Individual units getting little hints to your presence alerts the officers and controllers that something might be up, and can completely change the mission based on where it happened and how severe it was. This allows for a more in-depth stealth experience and the ability to make the consequences of being caught more grey and less permanent.
For example, you could go into an area of a base you're infiltrating that's completely separate from your main objective, plant remote explosives around major systems like air vents or major doorways, and set them off once closer to your target. This would trigger an alert, but the alert would be centered around the area of the base you did the damage. This could pull soldiers away and divert attention enough to make infiltrating your target easier.
Or, if you have to get by a particularly difficult area of security, you could just pull out your chainsaw and ignore stealth entirely.
The combat for Chainsaw Ninja In Space is based around futuristic and unusual chainsaws and the wide variety of ranged weaponry you can procure during your adventures.
The chainsaw comes in many forms. You could get a shorter chainsaw with high pulling power and ride it across the floor, walls, and ceiling while firing your recently-purchased rail gun. You could get a chainsaw with an energy shield and use it to block enemy gunfire while getting close enough to activate the primary blade and cut them to ribbons. There will be close to 10 different varieties of chainsaw with unique abilities and handling, all of which can be powered by different power sources that can provide nuance to their individual strengths.
When engaging in melee combat, you primarily rely on the abilities of your chainsaws, but you can also learn special attacks from your trainer on your base ship. These can be something as simple as a ninja dash through your opponents, chopping each one in turn, or as complex as using a hook shot to create a swinging chop through midair and catch those pesky flying enemies from below.
In ranged combat, each gun can also have unique handling. If you're using a long-range rifle, the view can zoom out or allow aiming down the sights from a first person perspective. If you were using a pistol, it could be fired while moving or while attached to walls. Or, you could be using a prototype that fires projectiles randomly and homes them into whatever you've lit up with a laser sight. There will be dozens of ranged weapons to buy, steal, or discover on your own.
Not that you're just limited by your equipment. The ninja will have multiple characteristics that can be trained higher or upgraded using cybernetic surgeries.
Strength - Determines the size of object you can lift in addition to how much gear you can carry in and out of missions. This also affects the damage dealt by direct striking chainsaws.
Speed - How fast you can run and whether you can use speed abilities like the air dash and wall run.
Agility - How light on your feet you are. If you have a high agility, you can run full sprint without making a noise and jump more than four times your height. With special training, you may not even need the ground to jump.
Charisma - Your ability to deal with social situations or negotiations. This can lead to options you may not find otherwise or open up additional intel for missions you're researching.
Durability - How much damage you can take. With special training, a true chainsaw ninja can have skin as strong as steel and even become invulnerable to harm for short periods.
You may want to save up some money for your ship, however.
The ship starts as a junker that is mostly destroyed, but has room for a couple people and can still warp from system to system. You can open up its space by repairing and renovating using money from your missions.
At the start, you'll primarily be getting the hull repaired and all holes filled in. Any area of the ship that has its exterior fixed can be salvaged by crews at your local shipyard and made available for a new room. The new rooms must be connected to pre-existing rooms to allow for life support and power to connect.
These new rooms can be research labs, item storage, production rooms, external weapons, security hubs, engine rooms, or living quarters. There will also be a few special rooms you unlock by finding or stealing rare technology. Once constructed and connected, you will be able to staff the rooms by either hiring staff or buying automated workers.
Outside the ship, you will have access to the galaxy map. This is where you will be able to warp from system to system, shop, visit worlds and walk around, and gather missions. All actions cost time, which can cause contracts to expire or become active. It's important to not only consider which missions to accept, but your current position in the galaxy. There are dire consequences for failing to complete a contract.
$150,000 - Missions on lava worlds, jungle worlds, and in asteroid belts - Experience missions in many more unique locations
$250,000 - Secret Identity - Build a reputation as a respectable businessman and make money through industry and investment
$350,000 - Weapon Design - Construct your own unique weapons using a crafting system that allows for alterations in shape, appearance, ammo, power source, and a variety of base characteristics.
$500,000 - Realtime Space Combat - Use your ship systems and weaponry to fight off attacking ships in top-down arcade combat.
> $500,000 - We can talk about where to go from here if the campaign gets funded past the other goals.
Right now the game is in part-time production. Most of the game systems are already programmed and the UI has gone through a few concept iterations. Should the game be funded at the minimum level, here's the expected timeline.
July, 2017 - All rewards shipped
September, 2017 - Asset list complete and contractors/employees hired
November, 2017 - Combat prototype
December, 2017 - Ship and character management prototypes
March, 2018 - Galaxy and UI prototypes
September, 2018 - Alpha release
December, 2018 - Beta release + Early Access on Steam
April, 2019 - Final release
The above may be delayed and/or accelerated based on the level of funding acquired, but the game will be released by end of year 2019 regardless of how funded it becomes.
As the campaign progresses, any common questions will be added to this document. You can ask questions either on the Kickstarter or our Facebook page: https://www.facebook.com/ChainsawNinjaInSpace/
Chainsaw Ninja In Space is a proud supporter of http://kickingitforward.org
Risks and challenges
Risk: The project will not be at a finished state before funds expire.
Solution: I've already gotten cost estimates from the vendors and artists that I'll be working with, so I know the exact cost of production. In addition, I've made many segments of the game code already, so the money will be almost entirely devoted to the art.
Risk: The rewards for the donation tiers will take too much money away from development.
Solution: As with the project itself, I've already gotten cost estimates for each of the delivered prizes. The cost is factored into the amount of funding required.
Challenge: I'm currently working full time and making this project in my spare time.
Solution: I've been particularly efficient with my spare time recently, working a minimum of 20-30 hours on this project every week. In addition, should the first stretch goal be met, I'll be working on this project full time.
Challenge: The focus on 3D art will require more assets and a higher quality level than most indie projects, increasing the cost of development.
Solution: This is already estimated into the cost. So long as I steer clear from making too many humanoids and focus on robotic characters or characters with obscured faces, most of the cost can be eliminated. Should a large funding number be reached, more characters with more detail can be created.
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