Ignition-Point Entertainment is planning to create an all new Eternal Silence game! The tentative title for it is "Eternal Silence: Nova War." We're hoping to create an innovative new fusion of Role Playing and First Person Shooter elements within a Co-Op atmosphere. The game will be released in episodes, with anywhere from 3 to 6 or more episodes planned. Work on the current Eternal Silence will continue; a lot of the work done for Nova War will contribute to multiplayer ES as well, so you can still expect your regular updates. There are a lot of things to be ironed out, and we really really want your input! Visit this discussion thread to have your voice heard.
Here are some of the ideas we have currently:
Each episode will be shipped with one intro mission, 3-6 optional missions, and one outro mission. The intro and outro missions will be central to the game's plot and will be the longest. The optional missions will reveal more various parts of the setting and situation within the story, but won't be central to the plot. None of the missions will be required to play any other missions.
Currently, we see leveling in Nova War as very skill-centric. Beyond that, we've not planned too much, and even that may change. This element of the game is still being heavily discussed, so expect it to change a good bit; let us know what you think!
The classes (Hacker, Marine, Heavy) of the current Multiplayer Eternal Silence will likely appear in some form or another, but we haven't laid out in stone just how. We've discussed making the skills have a class that they're related to. So a skill that increases how quickly you hack open a door would be of the Hacker class. In that case, missions would award class-specific skill points depending on what content the mission held. So, for example, a space combat mission might award piloting-class skills while a sniper mission might award hacking-class skill points. Another way they might figure into the game is by restricting the player to a specific class skill-tree at character creation and make them take skills only within that tree. A third option (which I actually just thought of) would be to have a blend of the two, where the player picks a specialization area at character-creation and from then on gets an extra skill point per mission in the class that they choose.
The plot has been heavily developed and will be told through the game itself (and not released publicly otherwise), but much of the background writing for it will be released as it's created. In fact, much of it has already. Visit the Story page and check out the extensive work there, specifically the Planetary Profiles and the items under the Short Story heading.
These are only a few of the vast number of things being discussed by the team right now. Remember to jump on over to this thread and discuss the game with members of the team and other members of the community! Everything is very flexible at this point, so you're voice is likely to have a great deal of influence on the future game. This is your chance to shape the game how you would like it to be! Let us know what you think, and you'll be rewarded with a game influenced by your opinion.
Also, central to any video game is, of course, the code that runs it. And so I'm very excited to announce that Sghiratë, long-time member of the Eternal Silence community and contributor to development, has stepped up to the position of Coding Department Lead! We look forward to working even closer with him in the coming months than we have, and expect great things. Welcome aboard, Sghiratë!
Finally, notice that shiny video at the top of the page? Our Community Manager, Johny, has just made the first video of a video blog that will get you the news about everything Ignition-Point Entertainment is doing without having to slog through these boring news posts! Be sure to subscribe to our channel and check back here to see the videos as soon as they're released.