Build a home, build a community, build HOPE.

Hope is a first person, world and community building roleplaying game. Set in the junkpunk world of EverSky, where people live on flying structures known as "rigs". Your role is to help build the community on a rig called "Hope", using a wide variety of tools. You will build, enhance and maintain the rig, whilst trading, crafting and socializing with the rigs inhabitants. 

EverSky is an alternate world where everything is made from salvage. The rules of physics and the laws of entropy work differently in EverSky, as you will learn as you master the physics-powered gravity gun, the remote control "build drone" and a whole array of other such tools, which allow you as a player the complete freedom to build out the rig to your own design. 

You are not alone on the rig, nor is your rig alone in the world. Spend time socializing, or trading with other rigs in order to build up funds to buy new enhancements for your home. Win over the people on the rig and watch as their respect grows for your dedication to their home. 

Hope is all about freedom. You are free to play as you like, the game will adapt itself to you as you play, offering new experiences and new inhabitants to interact with. We want you to really want to spend time aboard Hope! 

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Another debug view of the ship mover components Debug shot of the trade ship movement Gauntlet tool
Blog RSS Feed Report abuse Latest News: Some good news for HOPE

2 comments by zoombapup on May 15th, 2013

Some good news for HOPE this week, but first I wanted to write about something I read today.

I was reading this piece on Rock Paper Shotgun about Warren Spector and there was some discussion of the "one city block" concept. This concept resonates with my wishes for HOPE and where its heading. The idea is fairly simple, it means that you take a small area like a single city block and you simulate it in as much depth as you can. This "small systemic" design approach is very firmly what I have in mind for HOPE.

What it means in terms of the game experience, is that you should feel the place is more convincing and "alive" because the actual space itself has a certain level of autonomy and authenticity to it. This is important because there's naturally a tension between the "design" of a game and the "autonomy" of it.

Let me explain with one of the examples I'm thinking about for my DABL behavior language.

Think of the example of the "Elizabeth" character from Bioshock Infinite for a moment. There's a video of the beach scene in the game, where Elizabeth is confronted with all sorts of new experiences for the first time. In this scenario there's immediately a tension because they are trying to portray her as autonomous enough to enjoy these new experiences. But what if the player moves on from the beach immediately? In the game Elizabeth follows the player, but ask yourself what would happen in reality? The issue is that there's a tension between the motives of Elizabeth (to explore her surroundings) and the motives of the game designer (to make her a useful buddy).

So what if we took the other route. What if we gave Elizabeth complete autonomy? What if she could continue exploring until she became concerned about her relationship with the player?

I think the "small area deep simulation" aspect offers us some real freedom to explore here. If we tip the balance more towards "system" and less towards "design", so that things that should appear autonomous actually ARE autonomous. Its actually quite a different way to look at game design and is definitely not something happening in the AAA space right now. So my goal is that we get enough autonomy in the various systems (trade, characters, economy etc) that the systemic nature of them is apparent to players. It is a risky way of designing and notoriously hard to balance, so its likely there will be some really horribly broken balance issues to start with. But I'm hoping that this sort of systemic design will ultimately lead to a more interesting world space on a relatively meager production budget.

So anyway, on to the other news. Which this time around is GOOD news too!

If you recall, recently we lost a couple of artists. Specifically one of the guys was working on the environment (rig) artwork. Well luckily I've got an offer of some help from a buddy at work who is an unbelievably good environment artist. We went over some reference images of various inspirations (post apocalyptic places, games, rusty metalwork, anime etc). Tim is really good (he's a tutor at the University where I work, he teaches 3D art) at the technical side of art. He really knows his stuff inside and out, but as importantly has a great eye for lighting and colour. This means that in the next 4-6 weeks we should have some really amazing environment art coming up, specifically in terms of housing blocks and the "shanty town" feel of the rigs accommodation.

I've also been approached by one of Tim's students to do some environment work over the summer, which will be a big help.

On other art aspects, there's been a bit of a hiatus as I'm working on getting up to speed with Unity and its production pipeline. I did manage to spend $600 on various art packs from the Unity asset store, but that's only going to cover a tiny fraction of the art requirements and still requires a fair bit of repainting and texturing to be any use. Some of the assets are also not really ideal for real-time use.

So finally I figure I'd post a shot of a work-in-progress of one of the characters I'm thinking of for the rig's construction workers. Of course there's an issue in that the proportions are too "normal" right now. Luckily tools like Zbrush make it extremely easy to play around with characters, I really just wanted to get a few base meshes together first for character archetypes and to play with their proportions first. Don't worry so much about his face, the head will actually be a separate mesh in the final characters (so facial expressions can be animated and more detail used).

morriswip

Anyway, good news and it is quite timely as I was having a hard time during the switch to Unity and having to evaluate the pipeline for art.

Til next time!

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Post comment Comments  (0 - 10 of 31)
--Atlas--
--Atlas-- May 16 2013, 11:34am says:

Looks really good and unique.

Make it as wide as possible.

+1 vote     reply to comment
Crawling_Chaos
Crawling_Chaos Apr 12 2013, 11:18pm says:

I was watching the first two episodes of Gargantia on the Verdurous Planet the other day, and found myself reminded of this game. If you guys ever need some inspiration, I'd recommend checking it out.

+2 votes     reply to comment
zoombapup
zoombapup Apr 13 2013, 8:21am replied:

Interestingly enough I saw that the other day too. I find a lot of animated films/series quite visually interesting. Hope to get some of that visual quality in the game, especially the sense of scale and detail.

+3 votes     reply to comment
FoxnEagle
FoxnEagle Apr 4 2013, 2:55pm says:

Hey, on your dilemma of Unity vs. Your Engine, the platforms that Unity is supporting right now is limited. Right now they are looking into more support for Mobile Units and Phones, instead of furthering their platform diversity. In truth, most people will play their games on Windows platforms as only the best Linux distributions will have support for high end graphics cards. With your game, it does seem to rely quite heavily on the graphics, and with what I have seen of the physics engine, it will be a pretty high quality game.

Personally, I would choose an engine that you have created, and optimize it for this game for the following reasons.

-You have control over everything, and if you want to make a major change it is completely in your power.
-Your main market is in the Windows community, second and third in the Mac and Linux users, so don't worry too much about cross platform yet.
-With the complexity I have seen so far with the physics engine, graphics (borrowed yes, but still good), and gameplay, unless you dumb it down a lot, you will not get this to run on a phone. So you wont benefit from Unity's support for phone and mobile devices.
-Lastly, most of the Unity games that I know of are Adventure/Dungeon RPG/Shooting games, and I do not know of many simulation games made with Unity (however a quick search revealed Kerbal Space Program as a sim game made with Unity).

Anyways, just my thoughts, keep up the Developers Diaries, I'm lovin' 'em

+2 votes     reply to comment
zoombapup
zoombapup Apr 4 2013, 6:39pm replied:

Thanks. Yes its still an ongoing debate with myself about the change. I might do some quick prototypes in Unity and see how they go. There are various pro's and con's. Its really about having time to implement all the features. Unity does at least provide some of them (animation features are a lot better than my engine for example).

Dilemma :)

+2 votes     reply to comment
OutLaw14
OutLaw14 Mar 17 2013, 6:22pm says:

beside building rig will i have some quest like get that sell that buy that will i be able to attack other rig?Btw this look like great idea can't wait for game!

+2 votes     reply to comment
zoombapup
zoombapup Mar 17 2013, 8:36pm replied:

There's an ultimate goal yeah. You build the rig for a purpose. You won't get quests so much, but you'll have requirements a bit like a city sim game. So power, or food or whatever. You'll have to trade for many of them.

+2 votes     reply to comment
OutLaw14
OutLaw14 Mar 22 2013, 5:29am replied:

sounds good

+2 votes     reply to comment
zoombapup
zoombapup Mar 6 2013, 6:17pm replied:

OK, so the answer was so long had to split it into three parts. Please read the parts below in reverse order (bottom first). Sorry about that :)

+2 votes     reply to comment
zoombapup
zoombapup Mar 6 2013, 6:16pm replied:

Part Three

Second to last answer: The engine is all written to be cross platform, but I've been lazy in actually doing the build setup for it all. Essentially all of the code SHOULD just work but inevitably it wont. If it takes more than a couple of weeks for supporting any of the non-windows platforms It'll be because I have less experience on them. Getting the game to run on the android tablet is a sort of side-project. I doubt it'll run the main game as-is, so maybe there'll be some limits there (more about trade, less about social/physics).

Last answer: sure :) physics test is coming soon. As is always the case with these things. I had planned to start sending out versions this weekend, but found a pretty nasty bug in physics update once I went to get the build together. So we'll have to see. Certainly should have an early "lets see how quickly it breaks" build ready soon though. Expect it to be really bad :)

Anyway, thanks for the great questions. Will send you a message when the test build is ready.

+2 votes     reply to comment
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HOPE
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Windows, Mac, Linux, AndroidTab
Developer
MindFlock Ltd
Engine
Custom Built
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Latest tweets from @zoombapup

@Robin_B Its not "bad" so much as it doesn't really have a lot to say beyond production details. Which is important but not the whole thing.

1hour 3mins ago

I realized I was an academic when I woke up by thinking of how to explain critique of a paper submitted for peer review in a "nice" way.

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Oh for f...s sake, I just realized I'm a proper academic. Not sure how to feel about it :) given I'm usually quite contemptuous of academics

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@plushapo It really is isn't it!

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hahhaa.. sony stock price.. is skyrocketing. I mean watch it in realtime, its gone crazy.

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@gilesrafol @LukeD It means one transistor, five billion times!

19hours 39mins ago

Is there something about next console from microsoft today?

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@Robin_B I could get around the requirement for pro for the animation side if we could use the native code instead, but thats pro too.

May 21 2013, 7:06am

@Robin_B Some of the features are pro only, specifically the animation features and usage of native code plugins would be useful.

May 21 2013, 7:06am

Hmm, I was going to use Unity for my research project, but I'm wondering if the pro license is a step to far for most research collaborators

May 21 2013, 6:42am

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