Random notes from when it was first being talked-about.
Crowdfunded with small step milestones
- 2017-07-05 - Well it was supposed to be, but they pushed for milestones and got the whole thing funded (and then dome)
- The visual prototype will be in Unreal Engine 4. I believe the real thing will be custom.
- A shooter first, with great movement, guns and abilities. Skill matters. Progression is horizontal, opening up more options, abilities, and gameplay
- Mining and gathering resources with the aid of huge, autonomous mechs. Resources matter, and finding and gathering them is fun
- Build and customize your own "omniframe" suit and weapons system. Customize them to your unique needs and the role you want to fulfill
- Sandbox world. Terraform the planet over time, create pockets of habitable areas and build refineries, defenses, and bases of operation
Play a simulated world, with dynamic events. Go anywhere, do anything. Events will unfold around you as you play -- perhaps even war
- Interview with Mark Kern, on thegg.net
Notes from a couple of conversations
devs > community > forum helper > community
- post very specific points and ask for opinions
- have gnomes which curate through the forum for gems, and create compilation ideas
- devs don't have all the time in the world to read all posts
- very very thorough patch notes
- dev philosophy essays
- http://treatstream.com/ for food
- patreon, but with a limit
- early adopter shiny shiny stuff
- 'apb: reloaded' for character customization
- guild skinning for money
- make a blueprint, 'sell' its use for red beans, devs get 4, seller gets 1
- decals don't always have space, be able to weld on a plate in some appropriate place, changing a place to be flatter and appropriate for one
- weapon customizations
- it's important to have style customizations on as much as possible, and maybe even to have 'loadouts' for them
- player-shared blueprints for styles
- perhaps classes for newbies, but major customizations
- pvp balance need, verses pve being okay for imbalance. Have nobody really be so overpowered because the game is so damned hard that people have to come together in groups.
- individual consequences for failure (gear?), group consequences for failure (failing an encounter), player consequences for a region (loss of a zone)
- plan for addons/plugins right from the start, and when one becomes ubiquitous, bring it into the game and reward that developer (in-game currency?)
- reputation systems
- top-down via recon drones, to turn them into a sort of recon squad
- painting targets for mortars, or rocket launcher locks
- normally a rocket is direct, but with locking you could javelin without line-of-site
- Have multiple refineries able to be created, then competition becomes emergent.
Have ones personal resource-gathering accomplishments (whatever that is) be publically visible.. that ends up being a sort of competitive scoreboard.