This project's funding goal was not reached on July 18, 2012.
This project's funding goal was not reached on July 18, 2012.
OuterEdge is a voxel-based sandbox game at heart, but combines elements of many different genres including city-building, first person shooter, role playing, and tower defense. In OuterEdge, the player is thrown onto an alien planet and given the task of building and fortifying a settlement. To accomplish this mission, the player is tasked with gathering resources, recruiting NPCs, and defending his or her settlement from invasion. As the player continues to fortify his or her city, new items, NPCs, and gameplay options become available, increasing the freedom of the player. The game is designed to accommodate a large variety of playstyles, balancing combat, exploration, city micromanagement, and defense.
FAQ at the end of the this page.
Here is a link to the pre-alpha engine demo
OuterEdge takes inspiration from a variety of different games and genres. Rather than simply copying and pasting, however, the goal is to build upon the best concepts from these games in order to create something completely new. Influences include:
OuterEdge has a unique progression system in addition to its sandbox elements. In contrast to games such as Minecraft or Starforge, progression in OuterEdge revolves to a large extent around the recruitment of NPCs. As the player’s settlement prospers, he or she may choose to recruit new NPCs and assign their stats and abilities. The player may even customize an NPC’s name and appearance. These characters may then be assigned different jobs and specializations (gather resources, defend the base, etc.) that the NPCs will perform automatically. In addition, the player may assume direct control over any NPC within a certain radius, allowing for a greater tactical advantage in combat and a more precise means of allocating jobs. This adds a unique gameplay element that sets OuterEdge apart from other games within the sandbox survival genre.
We are hoping to build a strong community to help us with creative input and feedback regarding OuterEdge. Backers will be able to follow our development and be granted first access to whatever updates we put out. We also look forward to allowing users to vote on content and changes to the game as well as brainstorm new ideas or provide feedback on issues such as balancing. OuterEdge is being built with modding and community interaction in mind. Even the rewards are designed with early created user content. We hope you all can join us.
BUILD YOUR TEAM
Persistence is important in OuterEdge. The world is essentially serialized, meaning each item and object can be locked onto the data grid. The creatures that are spawned are part of the environment spawning system. Enemies will spawn depending on their population and nearby nests. Killing enemies and destroying their nest means you will have less competition for the limited resources.
Modify Graphics: Materials, models, shaders, and textures.
The engine uses Ogre Graphics Engine, Bullet Physics Engine, Lua and Squirrel Scripting. Using those engines allows for a great amount of flexibility and efficiency. Its compiled for PC, but has the ability to be compiled/ported for OS or console if ever desired. Many of the major gameplay systems have been developed in at least their basic form within this engine. In order to get the alpha out, it is simply a matter of adding the new content to the engine and ironing out the bugs.
We are a small team with varied complimentary skills who have been working together on small projects since our high school days.
I currently work as a developer/graphic artist/game designer, focusing on the development of OuterEdge. I have been programming for more than 10 years. In that time, I have developed many small-scale projects and games for personal use. I am familiar with most modern techniques in game design and graphics and am dedicated to studying and understanding the game mechanics of nearly every game I play. I have studied university level Mathematics and Chemical Engineering, giving a solid background in various methodology, problem solving, and the development of realistic algorithms. These skills form a solid technical base from which to refine then engine, gameplay mechanics, and execution of OuterEdge.
Adam Ging:I currently work as a concept designer/music composer /editor, focusing on the development of OuterEdge. I have been involved in concept design for more than 15 years which has offered a vast pool of ideas and knowledge that have fueled the unique look and feel of OuterEdge. I have a degree in Literature, which has given me vast experience in creating, developing, and editing through original composition, both fiction and nonfiction. I have a strong background in music, composing and applying musical enhancements to various projects. My extensive research of the gaming industry includes the game development process, specific developers’ operating methods, and marketing ideas. This gives me a solid point of reference from which to approach OuterEdge from a creative standpoint.
We have a small group of friends and associates (Jimmy, Chris, Justin, and Mike) who serve as additional brainstormers and guinea pigs. They not only give us a backboard to bounce ideas off of, but grant us different perspectives, allowing us to better polish and refine our ideas and execution.
Up to this point we have been developing the game, engine, art, and concepts in our spare time. Unfortunately, working jobs to eat, pay rent, and so on severely limits our ability to work on this project, and finding time to spend on this endeavor is becoming more difficult. After witnessing the amazing effects of Kickstarter we have decided to make this proposal. $20,000 may not seem like a lot of money to develop a game, but having this money will allow us to finally get our project off the ground and create something we hope others will be as excited about as we are. If we are able to meet or exceed our goal it will mean more time and resources available to us.
We would also like to mention that we plan to participate in Kicking it Forward (http://kickingitforward.org). Kicking It Forward is a movement that aims to give back to the indie game community in the form of Kickstarter pledges, helping to enable future projects. We hope you will consider our game, and if you personally do not feel inclined to pledge we hope that you will mention it to friends, family, or anyone you think might be interested. Thank you for checking us out.
Its plan for PC, but most of the code was written with cross platform in mind (Ogre3D, Bullet, Audiere, Lua, Squirrel). If you want Linux we will need about $2,500 additional or specific funding to dedicate the time and resources to port and compile for Linux platform in time for the alpha version. If you want the Linux version you can let us know by sending us a message and donating toward it Linux port specifically. Otherwise if we just meet the funding goals we will work on a port after the beta release.
Much like Linux the plan is for PC. Most of the code was written with cross platform in mind (Ogre3D, Bullet, Audiere, Lua, Squirrel). We have plans for an OS version but for the beta and release. If you want OS version faster, like Linux, we will need about $2,000 additional or specific funding to dedicate the time and resources to port and compile it. If you want the OS version you can let us know by sending us a message and donating toward Mac port specifically. Otherwise look forward to the beta and final release.
- (40 days)