Love Futuristic User Interface ? Game concepts like Artemis Space Simulator ? Here is a game you should like !
Final version will include the following caracteristics :
Commercial version price will be determined when the development will be completed.
La version finale inclura les caractéristiques suivantes :
Le prix de la version commerciale sera défini quand j'aurais totalement fini le développement du jeu.
Space Battle Traps for Lan (SBTL) is now on IndieDB :D
It's a Solo/Multiplayer Game (the most important being, of course, the multiplayer part).
'for Lan' doesn't especially mean that It will be only multiplayer and only on local network, but the LAN part is really the main concern since It's how I want the game to be played since the start.
I make this game because I never found one like this. Where I can put funny traps on the battlefield and play quick battles without boring learning and ten thousands of ships to control. (controls will be about keyboard and mouse, joypad or touch control might be possible, I had to think of that)
I've been working on it for the last year, prototyping many gameplay elements, trying different combinations of systems.
As you may read in the description above, this game is mainly a multiplayer game. Pretty easy to learn, It has been designed to be a mix between a real time strategy game and a shooter game, but in a much more simpler form.
The space battles are expected to last for twenty minutes maximum, but things can still change since that when the main goals of production will be reached, I will be able to develop new battle mods (capture the flag as an example) or even a Solo Mode.
I've got playtesters to help me along all the game development, experienced or not in video games. But i also plan to release an alpha version (in 2014)
I didn't especially wanted 3D -realistic- fancy stuff (there are enough of them), I want it to be more abstract and original. My goal is to let the player imagination work, like...well when you compare FF6 to a any other recent final fantasy, one will let your imagination works to fill in the gaps, the other won't. If
I don't make pixellated /old school art, It's because I prefer HD graphics, but still I need to get this sensation that the game isn't trying to show me everything, that It let me imagine what i want.
Some of my colleagues, who weren't introduced to the game (it's space, it's spaceships...), seen it, on the first sight, as a submarine simulation or a spy-radar-thing game, and I do see that as a good point. People see what they want to see, and the gameplay is intact ;D
What I have to do before and with the future alpha release :
finish the core gameplay elements
do a lot of playtests
making it multi-resolutions friendly
balancing the game
create new battle modes
musics and sfx
more info on how the game is made
more screens, and maybe videos