I'm building a new PC game called DreadChase, a 6 degrees of freedom shooter/stealth game (recent video from this past weekend is here: http://www.youtube.com/watch?v=K7rjNjtooRw
). The player is tasked with escorting/guiding a mobile base on a perilous journey, while avoiding being found by the immense hostile fleets in pursuit.
Aspects of it are influenced by some of my favourite games like Descent I & II, mainly the perspective and freedom of full 3d combat. The theme and gameplay are very different though and pretty unique (which is good
) which makes it harder to describe in a way people can relate to (not so good
). The theme is one of trying to escape from being chased, of trying to avoid discovery of both yourself and your base. If your ship is spotted, they'll know that your base cannot be too far away. If one of their search parties does locate your base then you are in for a world of hurt. They actively siege it, blasting through the outer defenses and progressively annexing sections of your base. Your ship is a very capable combatant with a lot of covert and overt options but you will get overwhelmed if you throw caution to the wind.
So the main focus is on doing whatever it takes to keep the location of your base hidden while progressing on the journey. Think back to when you played chasey as a kid... only played in space, and with severe consequences for being caught. There are threats other than the military, the environment itself is often hostile and the aliens are very dangerous.
I do not have a strict release date set, partly that is determined by things such as the steam greenlight progress (see here: http://steamcommunity.com/sharedfiles/filedetails/?id=112857185
). My top priority is releasing a playable demo. All of the underlying systems are built, I am polishing up my art assets, scenarios and tutorial.
Regarding the development, it is a self-funded solo project that I've been working on since late August 2012. Everything has been built from scratch - the graphics engine, terrain generation, AI, pathfinding, procedural generation, art assets, all built without constraints and no licensing fees. The only thing I cannot yet build myself is music - I *will* learn how to, lots of tunes in my head yet no means to build them is frustrating me. The music I am using so far is from here: http://www.purple-planet.com/
. Parts of this have been quite challenging and a lot of fun, particularly the stealth/detection mechanics, navigation and terrain generation.
I'd love to build something with one of the amazing engines such as Unreal etc but I cannot afford it at this time (if I could then it would not be a solo project either!). In my view it has been ambitious but I'm not too far off being able to deliver (purposely not indulging in developer gold plating / scope creep). My background is not in games, building them has been a hobby - I've worked for years on industrial simulations, logistical tracking, planning, collaboration, that kind of stuff. Regardless how the end result is received, it has been a great deal of fun for me in putting this together. I chose not to join any existing companies as I wanted to be certain I could pursue my own ideas and build the games that I've been wanting for ages - my passion would evaporate if I were working on [insert generic sports game 2013, now with authentic nosehair animations]
. It is also nice to build something which you can actually show to the general public - most of the interesting stuff I have built is only seen by a few people
PS. Anyone coming to PAX Aus in Melbourne July 2013, pop by the Indie Pavilion and say hello
PS PS. Pre-emptive apology to those who get motion sickness, I'm sure this would be a nightmare haha. Believe me when I say it has been massively toned down... /cue scary flashback