I'm pimping this as much as I can - a free-roaming space sim, with Mechwarrior-like ship customization and destruction. Want to slow a ship down? Rip open its engines. Want to get rid of its artillery? Blast the guns off its hull. It even has flight models that vary based on parts, so you can set your ship up to behave like a fighter jet, a helicopter, a classic spaceship, and so on. Check out the vid, check out the demo, tell your friends and/or enemies. Please help make this succeed!
' Wrote:Oh my god. This is actually pretty cool. :cool:
Want
YES! I don't spam just anything!
I'm playing ambassador (not actually on the team) because the droogs in charge have a tiny language barrier going for them, but they are classy as hell and this game is fantastic. It would be a crime for it to go unnoticed.
Because it's overpacked - it'll run without that. They didn't have a demo ready, so this is basically a dev build hastily thrown together for the kickstarter. (It's the same content as the youtube vid if you'd rather not try.)
Game just gives me a critical error, assertion failed on launch anyway. Cool.
I really don't think kickstarter is the right method to get funding for indie games. It makes a whole lot more sense for things like physical objects that are being manufactured, where you actually *need* a certain amount of money before you can get the molds or dies or whatever that you need to produce the thing in quantity.
For software? Notsomuch. Nothing is blocking game development from continuing without that $200k--it's not like their programming skills will evaporate if they don't reach that goal.
IMO, a "funding model" similar to Minecraft or KSP is much more appropriate, and well-proven, for indie game development. At first, offer it for free, with the option to pay in order to get a guarantee to get all future versions of the game. Then, freeze the free version as a demo and continue developing, and require people to pay in order to get the latest version (and all future versions), raising the price as you get closer to completion.
I looked at the gameplay-vid, and it was really cool, but I was slightly-disappointed.
Even from the start of the game, I saw the first ship that gets pwned blows up too quickly for my taste: I would've liked at LEAST 5 seconds of gut-wrenching mini-explosions of various parts, like the capships here in FL, hahah.
Also, didn't seem to incorporate engine-kill, but perhaps it's because it's not very noticeable from first-person, [shrugs shoulders].
But if I had the ability to, I'd sure as hell donate some dough for that game. VERY interesting indeed!
' Wrote:Even from the start of the game, I saw the first ship that gets pwned blows up too quickly for my taste: I would've liked at LEAST 5 seconds of gut-wrenching mini-explosions of various parts, like the capships here in FL, hahah.
Also, didn't seem to incorporate engine-kill, but perhaps it's because it's not very noticeable from first-person, [shrugs shoulders].
I'll pass along the request for extended mini-explosions! Engine-kill: you can see some part destruction in the vid, but largely the guy goes for the spine with the big guns. I can verify from the demo you can take out each of those engines individually and it has a stacking reductive effect on speed.