Just to clarify, we are now accepting Ouya as a platform of choice. Unfortunately we cannot change the pledge descriptions but any pledge of £3 or over will grant you the option to choose the Ouya as your desired platform.
We've been talking to some of the Ouya guys, and a redeem system is planned but will not be implemented in version 1. SlipSpace is set for an August release so hopefully it will be ready by then.
So after watching the video I hope you have an idea of what SlipSpace is all about. Everything you see in the game so far was done in a 4 week period.
SlipSpace is an innovative 3rd person 3D space-shooter with elements of a 3rd person action RPG when docking and boarding large ships and space stations. SlipSpace will contain an engrossing story accompanied by many side missions, upgrades, a structured economy, levelling systems and a unique “Cruiser ship management” feature.
We have the intention of integrating cross platform (between iOS, Android, Mac, PC, Linux and OUYA) multi-player into the entire game. This would allow you and your friends to help each other destroy unwelcome pirate frigates, mine asteroid fields (as harvester and hauler) or just blow each other’s ships apart. With all this in mind we have a very finite amount of resources to apply to the task at hand, but we feel that the end result will push the boundaries of the genre a little further and hopefully produce an amazing game.
When you reach cruiser level and get your cruiser from the New Galactic Market (NGM) you will be required to hire a crew from a station to make the ship fully functional. Each crew member will have different skills. So choose wisely as you will need crew for all posts in your cruiser to utilise the ship's full potential and some will be better suited to certain posts than others. You will be able to enter your cruiser, walk around and re-assign crew at any time. Even when in combat, although this is not recommended.
This is where multiplayer gets very cool, a friend can board your cruiser either by using the pod ejected from his ship or by hopping on at the nearest station. They can then walk up to a post in your ship and take control, such as manning the guns. This will grant them access to the vast range of armaments on your ship and allow them to blast away enemies as you pilot with precision. Then when they feel like leaving they can simply climb into an escape pod and find their way back to their own ship, even if it's in another system.
There are many variants of ships available to the player through the New Galactic Market, each with their own abilities and some with unique functioning capabilities designed for specific tasks such as: hauling cargo, mining asteroids, scouting systems, operating drones and delivering heavy payloads. There are three size classes of ships: fighter, frigate and cruiser. Fighters and frigates can be operated by a single pilot. Every pilot in the ISC starts with a fighter and has to work their way up through the ranks to acquire access to better technology. Frigates are slighter larger and as such carry extra fire-power as well as having the ability to attach more advanced technology than a fighter could power. Cruisers require multiple crew members to man different stations such as propulsion, weapon bays, shields and advanced SlipDrive operation. Cruisers gain significant increases in armour and weapons capabilities in comparison to it's smaller companions but the downside is a requirement to source crew members and defend those recruits if a boarding party ever successfully contacts the hull of your ship.
Our galaxy holds hundreds of habitable system, most of which contain space stations ready to accept your docking requests. When inside the station you will be able to walk around and meet new people, take upon side missions, check out the New Galactic Market from the vendors and make any upgrades or repairs. The same can be said within any friendly cruisers in the galaxy, even your friendly friends you play multi-player with. Unfortunately a lot of these stations have been recently overrun by pirate control, and the occasional pirate cruiser is spotted every now and then. Both these require forceful docking procedures and once inside things get messy. You'll be glad to hear that every ISC personnel is equipped with a standard issue blaster, and obviously upgrades and newer models can be found within the NGM. This means that most of the mess made will be a result from pirate scum meeting your deadly precision trained eyes. Saving a station or destabilizing a cruiser comes with it's rewards however, so don't feel worried about taking the risk, just make sure you get to the escape pod before you teach those pirates a lesson.
Every ship comes equipped with a standard slip-drive that can propel the pilot through SlipSpace to nearby systems. Upgraded systems can carry the user further and Cruisers within the ISC have the most powerful slip-drives known to man, they can literally cross the entire galaxy in a single move, if of course, the advanced slip-drive operator for the ship is still alive.
There will be many systems created by us for both the story and side missions but SlipSpace will also contain a vast number of randomly generated systems which will generate upon your arrival at them and as you visit new systems or upgrade your ship's slip drive, more systems will become unlocked. Therefore there will always be somewhere new to discover and a new threat to battle.
Each ship comes with turret and technology 'hard points'. The bigger the ship the more numerous the hard points. Each point can be equipped respectively with a turret or a special technology. Most fighters only have enough room for 2 hard points, one turret and one tech. An average cruiser will carry a minimum of 10 points, each capable of supporting either tech or turret. The standard turret is a laser repeater, but the ISC houses a wide range of versatile weaponry. From missile pods, rail guns, hybrid turrets, auto-cannons and beam lasers there isn't much more you can throw at a pirate hull without flying headlong into it (There's a ship for that).
Risks and challenges
The great thing about this project is that if successful there is pretty much nothing that can stand in the way of it's completion.
As a two man indie team we are not drawing salaries from this project and we are already stable enough to continue making SlipSpace until it's finished, no matter if it takes 6 months or two years.
In terms of time for completion it all depends on if we reach any stretch goals. At the moment we are targeting the realistic goal of August 2013 for a release, although this may increase with each achieved stretch goal. We will keep you posted either way.Learn about accountability on Kickstarter
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