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Far Space. Early prototype stage. | Locked | |
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Jun 21 2015 Anchor | ||
OVERVIEW Far Space is a 2D top-down game, putting player as a sole crew member on board of a mysterious starship. Guide your vessel among the stars of procedurally generated galaxy. Visit countless planets. Do not get lost for their surfaces have realistic areas, spanning thousands miles in all directions. Bring all that you can gather, be it rocks or a space hamster, to convert into usable materials or knowledge through studying. Repair and maintain the machinery, which provides you with air, food, water and protection from harshness of space. Find a way to restore the memory banks of ship's computer, to learn of your past and, finally, fix the jumpdrive to carry you back home. As the development goes forward, player's ship will grow in size, providing explorable area in itself. Inventory and item system will become playable by this weekend. Alien life and rudimentary combat system will follow. Almost all of art is made of placeholders, I aim for final look to be clear, minimalistic one. Since this is an early Work in Progress expect major changes both in implemented and planned features. Scroll down to the link to playable build. SCREENSHOTS GAMEFLOW PLAYABLE PROTOTYPE Play in browser: Algernonscage.blogspot.com Download(Windows x64): Googledrive.com You can also visit Greenlight concept page: Steamcommunity.com Edited by: White_Mouse_Algie |
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Jun 22 2015 Anchor | |
I think you have a very interesting concept. I'm sure i will find the finished product enjoyable. However, what are you going to do about immersion? Storyline? Is this going to be more casual or in depth? as it is, this level of development doesnt exactly answer these questions. And to top it all off do you need help with the topics i previously brought up? Regardless, your game looks promising, and you have my support. I hope to be able to attain the finished product on steam one day. |
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Jun 22 2015 Anchor | ||
Thanks, Harvey!
Story will be revealed gradually, through interactions with AI. Fixing its hardware, step by step, unlocks different bits of information about its and heroes past. Newspaper articles, emails, logs etc. Sometimes those stories will be interactive, playing out either as small text adventure or on special "past" maps with same basic gameplay as main game. Former being planned as minimum, latter as maximum. Upgrading/repairing AI will also unlock additional info about game's present. For example, something as simple as additional details in description for found items/creatures.
From casual to in depth, depending on development progress. Gameplay foundation must be as simple as possible, to allow a quick pick-up play session. Basically a "Crimsonland with random maps" with nothing more complex than shooting, hitpoint management and primitive ammo crafting. In finished game it will become an "Arcade Mode". Upon that foundation I plan to build more complex features. Atmosphere conditions - already partially implemented - on ship and planets, with tracking of pressure and composition of air and their effects on player. Temperature and radiation levels. Three of those, plus different gravity levels, will be already enough to create strong differentiation between planets by their accessibility, giving player the incentive to create and use better gear. Detailed health and needs management. Food and water, with multiple types of food items, different body parts/organs capable to sustain damage, different types of damage and different cures to be made to avoid death. However, I'm not a big fan of a games, which declare a character dead from starvation after 5 minutes since last meal, so timescale for needs will be closer to real life. Can't really specify without playtesting. All of that I plan to add gradually, from simple to complex, to give me ability to cut some corners, in case I will need to speed up development.
Quite possibly, yes. My main concerns are visual art and bulk of the game's text. With art I'm constrained by my lack of skills and made a forced choice to stick to flat-colored, minimalistic looks. With text I'm worried about production times. I have no trouble building the lore and general story, but all the additional text content will surely eat a lot of my time. On the bright side, art and writing troubles do not hinder early technical work, so it will be somewhat later when I'll begin looking for second writer and an artist.
Thank you again. Update July 10 2015 Second prototype ready! Sorry for the delay, you all know the song about 99 little bugs!
Download:
Edited by: White_Mouse_Algie |
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