hi!
i am a die hard fan of anything that is similar to privateer online related games.
the way the mmos are these days there not hardley any of them.. rest of them don't even have twitch based combat.
while glancing at your site, it does feature some space mmo style of a thing and it looks like theres not much ships to choose from. it's not all space mmo but
my dream is, probably contributing as many ships, stations structures, and space backgrounds as possible to this game so it may attract more people to playing this game especially. depending on what the requirements is needed in order to make it fit and blend in the universal game.
i don't know if the game needs more ship models or not.
other than that, I haven't checked out the game yet so I have no clue what type of gameplay it has.
a privateer fanboy checking out this game..
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- Posts: 2
- Joined: Sat Mar 17, 2007 1:21 am
Ello ello. Sounds interesting :) Quick overview for ya:
Yes, imagine online multiplayer Privateer/Elite/Freelancer... that kind of thing. Actually, take a step back and imagine that kind of space game, only with planets that provide their own games as well. Each world in the galaxy is potentially a server running its own game (economy games, fighting, racing, just messing about... lots of options).
Above that we have the space game, where you can trade, explore the galaxy, do a quest or two, have fights... all that. We have a galactic economy, various ships and weapons, add-ons like cargo bays... all the sort of thing you'd expect.
The worlds and the galaxy are linked by "galactic prestige", so they're not totally independent. By playing on worlds you can earn prestige, so in the whole galaxy we have a couple of ways of measuring success: wealth (galactic credits) and prestige (gpr). But you don't have to worry about any of that if you don't want to: we have lots of players who just play on the worlds they like, and lots who just play in space.
This game is in "permanent beta". The dev team is very small, and while I'm an amateur (at best) our lead guy Mit is a "pro" (apparently :) and is very good. We all work on it part-time. What this means is a) there are lots of things still broken, or work-in-progress. But also b) we constantly update and add to the game (albeit slowly sometimes) taking into account suggestions from the community. Just so you don't expect, y'know, something the quality of X or whatever :)
Right, models. If I'm reading between your lines correctly, you might be interested in contributing 3d content for the space side of things?
That'd be great. Are you experienced/can you provide screenshots/etc?
I'm what passes for our "art guy" at the moment. I'm completely self-taught and the content in the game is basically a history of me learning how to model. So a lot of it is a bit rubbish :) We used to have a good texture guy but life took him in other directions, so these days, anything you see in space is likely to have been built and textured by me. Sorry about that :)
We always, always need more stuff for space (worlds too). More ships, nicer planets, space textures, new stations, asteroids, basically anything that's funky stands a chance of being included.
The requirements are "something that doesn't totally look like it was made by a blind chimp and coloured in by accident". From a technical perspective there are quite a few restrictions on what we can do: compared to a modern game we have a fairly basic engine, and this can present a few challenges on the modelling/texturing side.
I'm happy to provide any info or help you need if you'd like to know more.
Cheers,
f
Yes, imagine online multiplayer Privateer/Elite/Freelancer... that kind of thing. Actually, take a step back and imagine that kind of space game, only with planets that provide their own games as well. Each world in the galaxy is potentially a server running its own game (economy games, fighting, racing, just messing about... lots of options).
Above that we have the space game, where you can trade, explore the galaxy, do a quest or two, have fights... all that. We have a galactic economy, various ships and weapons, add-ons like cargo bays... all the sort of thing you'd expect.
The worlds and the galaxy are linked by "galactic prestige", so they're not totally independent. By playing on worlds you can earn prestige, so in the whole galaxy we have a couple of ways of measuring success: wealth (galactic credits) and prestige (gpr). But you don't have to worry about any of that if you don't want to: we have lots of players who just play on the worlds they like, and lots who just play in space.
This game is in "permanent beta". The dev team is very small, and while I'm an amateur (at best) our lead guy Mit is a "pro" (apparently :) and is very good. We all work on it part-time. What this means is a) there are lots of things still broken, or work-in-progress. But also b) we constantly update and add to the game (albeit slowly sometimes) taking into account suggestions from the community. Just so you don't expect, y'know, something the quality of X or whatever :)
Right, models. If I'm reading between your lines correctly, you might be interested in contributing 3d content for the space side of things?
That'd be great. Are you experienced/can you provide screenshots/etc?
I'm what passes for our "art guy" at the moment. I'm completely self-taught and the content in the game is basically a history of me learning how to model. So a lot of it is a bit rubbish :) We used to have a good texture guy but life took him in other directions, so these days, anything you see in space is likely to have been built and textured by me. Sorry about that :)
We always, always need more stuff for space (worlds too). More ships, nicer planets, space textures, new stations, asteroids, basically anything that's funky stands a chance of being included.
The requirements are "something that doesn't totally look like it was made by a blind chimp and coloured in by accident". From a technical perspective there are quite a few restrictions on what we can do: compared to a modern game we have a fairly basic engine, and this can present a few challenges on the modelling/texturing side.
I'm happy to provide any info or help you need if you'd like to know more.
Cheers,
f