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I think it's about time to talk about some longer term plans again. I've posted a bit about the current work on the ranged weapon interaction system, and also a bit on the HoO collaboration, but it's been a while since I said anything relating to our primary game ambitions.

We have some new plans, but it's nothing drastic. The previous plan was to develop Hunter's Moon (the werewolves) and then using all the tech it used to build a general purpose combat simulator (GPCS, as yet unnamed). That plan heavily depended on having a year or so of solid full time development; probably funded through a kickstarter.

 

That didn't happen for three reasons:

  1. Due to me being unable to find a second developer last year the technology wasn't where it needed to be at the end of the summer.
  2. I now have a job that I love too much to give up (robotics at Dyson) even though the technology is at that level.
  3. Kickstarter became a lot less attractive than it used to be. I personally do not feel particularly positive about most "early access" games any more, and that's a big part of how kickstarter works.

So, the new state is that we have two enthusiastic developers, both working full time regular jobs, who also desperately want to make GoM an enjoyable and viable business. The relationship with the HoO guys is a big help, but it doesn't reduce the workload enough to keep us on the old track.

This may be starting to sound like a negative change, but there are some really big positives: 
We have long term stability, we don't need to focus on the work that will lead to the fastest money, we can do what is best for the project and plan development over many months.

We don’t have the pressure of running a business, needing to keep everyone happy, constantly fighting for funding, putting half our attention on marketing and customer support, etc.

We can do things like the combat testbed and give them away for free. This gets us valuable testing and feedback, without the pressure to provide extensive customer support.

It basically boils down to us being happier, having more stable lives, and allowing us to play and experiment without restriction.

 

The new plan:

Long term not much has changed, maybe we're going to lean further towards the GPCS, but HM is still a priority. Medium term things do change, the aim is to release a smaller scale rogue-like (with single player, coop, and PvP) that is roughly based on the combat testbed. It'll have simple, potentially procedurally generated, environments, small scale combat (of the 18th/19th century style), and technology that is a lot better than the current combat testbed. It's likely that the combat testbed will develop into this game, and at some point we'll have a big new version with a load of content and we'll start charging a small amount for it.

With some luck all this will come together nicely around the time HoO starts blooming.

 

Here's the main bits of tech we want in this game over what the combat testbed has at the moment:

(Because I don't have to rely on you people for money to survive I am happy to say this: These features are not guaranteed, they're just things we think we have a good chance of achieving, everything is subject to change). 

  • Massively improved polish and general control feel
    • Not awful jumping
    • Fight walking
    • Maybe crouching
    • Falling over
  • Ranged weapons
    • The ability to use your gun wrong
    • Lots of smoke
    • Loud noises
  • More diverse (and better) melee
    • Use various hands
    • Characters that look like they know what they're doing
    • Different shapes of weapon
  • Detailed injury simulation
    • Die in agony
    • Learn how to fight with a different number of body parts
    • Put blood on everything
  • Improved combat AI
    • More running
    • Less running
  • Strategic group AI
    • People standing next to each other
    • Less fair fights
    • Chaos
  • Improved environment
    • Textures on walls
    • A sky
    • Human voices
    • Humans

 

Other areas of the site will be updated when I feel like it, and questions will be entertained in the forum, or email, or even twitter… but not facebook (yet).

 

Comments   

Den Vino
Hi there. Just wondering... Is this project still in development? I kind of liked it. :-)
2016-01-22 13:22 Reply Report to administrator
Foamy
I am sorry for the delays and lack of content. The last 5 or 6 months have been highly disruptive, in a good way. I met and have now recently moved in with my girlfriend, and things were generally quite intense generally; I'm hoping stability has returned now.

I currently have three objectives:
1. Get back in to the flow of things
2. Get active on the HoO side again
3. Find a 3D artist/additional developer who wants to join me

Obviously No. 3 is unrealistic, so efforts will be focused on 1 & 2.

I've been secretly hoping that someone would steal my idea, and give me both the game I want to play, and also the peace that comes from having responsibility taken away from you. Alas not, so I will persevere for as long as this game is not a reality.
2016-01-28 20:21 Reply Report to administrator

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Hunter's Moon

For details and all the latest news on Hunter's Moon development:

See Here.

AI Testbed

For details and all the latest news on Foamy's AI Testbed development:

See Here.

GOM News

For all the latest news on the studio.

See here.

Foamy's Blog

To see recent news from Foamy, the lead developer for Hunter's Moon and the AI Testbed.

See Here.

Latest News

  • New quick status page

    See it here: Status

    I am really bad at keeping the blog up to date, and my plans have to change fairly frequently due to personal, professional, resource, and industry situation changes. This page is an attempt to have something that is quick enough to update that I am able to do it regularly. It also has very little information, so I don't have to worry about my confidence in prediction, or sharing things that are not ready. Every project that has been started will have an entry here that clearly states my current assessment of its status.

    {jcomments on}

     
  • New plans

    I think it's about time to talk about some longer term plans again. I've posted a bit about the current work on the ranged weapon interaction system, and also a bit on the HoO collaboration, but it's been a while since I said anything relating to our primary game ambitions.

    We have some new plans, but it's nothing drastic. The previous plan was to develop Hunter's Moon (the werewolves) and then using all the tech it used to build a general purpose combat simulator (GPCS, as yet unnamed). That plan heavily depended on having a year or so of solid full time development; probably funded through a kickstarter.

    Read more ...  
  • A sign of things to come

    With the musket and pistol kindly provided by the hearts of oak team all attention now focuses on the ranged weapon interaction system!

    I am super excited about this, and I think everyone will love what I've come up with.

    Time-scales are fuzzy, but hopefully not as long as it took to put the AI in place last year.

     
  • Colaboration with the Hearts of Oak team

    This is a big announcement that should have been made a while ago, but now that the AI is implemented on the combat testbed it can't wait.

    A few months ago I approached the lead developers for the Hearts of Oak project with a proposal for collaboration. Basically to provide our combat engine to them in return for publicity, assets, and the joy of contributing to such an important piece of work.

    A summary of the agreement is as follows:

     

    Read more ...  
  • Combat Testbed Updated to 1.3

    Big update with the addition of an AI bot to play against in single player! This is the first pass on the combat AI, a very important milestone.

    Full changelog:

    1.3 - 2015-01-03
    Added an AI bot for single player
        Added as a variety of the orange arena, in addition to empty, and one with training props as before
    Cosmetic improvements
        Added body tilt/lean during turning
    Fixes
        Made players collide again

    Get it here: Combat Testbed