So remember that game I made back in 2009?
It's getting an MMO reboot. We've been working on it for the past year, parallel to us doing Creavures, and alpha is probably going to start this fall.
This go around, we have classes, trade/economy simulators, PVP, ship customization, towns etc. all while keeping the core battle style (Man turrets in First Person, repair, platform around the ship) of the initial proof of concept indie game.
There are also guns. So many guns. You should see all of those guns we made.
Our first attempt at a teaser website is up. While it is not perfect, I think we did pretty good without having a dedicated web designer. (One of the programmers put it together.)
Guns of Icarus OnlineWe will also keep posting concept art and production art over at the muse blog. As an indie studio working on our first large title, we've decided that we need to be open during the production process. We don't have the budget for big cinematic TV trailers, so we may as well take a cue from NS and generate interest with open showings of our process.
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BTW, can I have an internship over at your company next year? XD
But yeah, your company is awesome, and if some lucky chance happened, I could apply for an internship there someday.
*It's already less shonky than it was in the original GoI. Also, I find the word 'shonky' hilarious for some reason. Yes, that's our "tell me more when there is more to tell" list.
As for shonky...Well, I was going to say something else, but that sounded unkind, so I wanted to get across that it was a bit bad - though not the worst I've encountered - In a cheery-sounding way, because I'm not grumpy about it, it could just be better - and despite being Australian slang for "Unreliable" in that context, it gets the message across. It's kind of like how I often reply to "How are you?" with "Not too shabby", which I like, because it implies an acceptable level of shabby-ness, which is good, because I'm often quite shabby, and I'll stop rambling now.
Being just a lowly Engineer/Gunner has to be just as fulfilling an experience as playing a Captain. If a new player was excited about your game because they want to captain a badass ship, they might be sorely disappointed that they can't do that right off the bat. If they're immediately thrown into a town to look for other Captains to follow, it might turn them off completely before they even started playing the game. I think you'll have to design the game to immediately grab a person, regardless of whether they joined to pilot their own ship or not. Perhaps start them off with a cinematic AI-run tutorial mission to showcase how awesome it is to be a Crewmate?
Also, as a Captain, what would be the advantage of having more people in your crew? If there's too big of an advantage to having a large crew, then there would be little point to becoming a Captain of your own, because you would get destroyed by people who have large crews already, and your economy might ruin the game for new players. If the advantage is too small or if there is a small crew cap, then there would be little motivation to keep recruiting, and unskilled/beginner players would be left out, since Captains need to be more selective. It's a fine line, really.
What if your game has gotten to the point where there are far more Captains than there are Engineers/Gunners? If you don't have a steady stream of new players joining your game, everyone dedicated enough to keep playing will rank up, and there will hardly be any Engineers/Gunners left to fill those roles.
I hope I'm not overstepping any bounds by asking these questions! I think the concept is fantastic, and I really want this game to succeed. I'm sure you guys'll do great, though. Good luck, and I'll definitely join in!
You're still able to customize your character's equipment/skills if you're playing a Healer/Mage.
I guess I assumed wrongly, and my questions are invalid.