I’ve been making some good progress on SUPERCHROMA since I first announced it, so I thought it was time to put out a video of it in action. Many thanks to my friend Josh Sutphin for taking the original trailer (which was almost three minutes long) and condensing it down to something that actually makes for an interesting trailer.
Aside from this video, I’ve also been keeping a development gallery of screen shots from the game, so if you’re ever curious in checking out completely random screen shots, give that a look.
The intended release of the game is still about two months off, but I’m still planning on a lot of the things I mentioned in the original post:
- Campaign — Some number of authored missions that lead you through the early game. These missions will be augmented by side missions (smaller, bite-sized missions) and procedural missions (location-based/event missions).
- Customizable Ships — There won’t be much in the way of visual customization of ships (other than maybe color scheme changes, which I have to look into a solution for), but each ship will have four possible slot types: weapon, engine, armor, and tech. And then a varying number of each of these slots will compose each ship.
- A Lot of Loot — I’m taking a lot of the ideas that we used in our design of Loot Raiders to govern the procedural loot generation algorithm. The procedurally-generated items will also be augmented with a number of custom-authored (higher rarity) items.
- PvP Arena — This option will likely be limited to four-player matches in a contained area of space, but players will be allowed to challenge each other in the arena using their unique ships. PvP Arena wins (and losses, to a lesser extent) will also give you a special currency that you can use to purchase PvP-only loot and upgrades.
- Free-to-Play — This is the hardest part of the game design as it stands now. I absolutely do not want SUPERCHROMA to be the kind of game where you’re limited in how often/frequently/long you can play. I also don’t want any of the purchasable items in the game to be something that superpowers your ship (pay-to-win ain’t cool). That said, I do need to be able to make money off of the game, so there does need to be a monetization model in place. The ideal scenario here is that the game is good enough that people end up wanting to pay for things in the game. What will likely end up happening is some combination of the monetization models used in Dragon Academy and Elements. Minus the energy systems in those respective games. That said, it’s still very early in the overall thought process for the game’s monetization strategy.
Like I’ve said before, SUPERCHROMA originally was going to be a sequel to SPACE COLORS, so the game was based on the SPACE COLORS codebase to start. That said, I’ve basically rewritten the entire core game (and, obviously, there’s a lot of new stuff). The combat plays out much differently since I redesigned the way that enemies track the player in addition to adding local avoidance to enemies to avoid incoming obstacles. This prevents the common scenario seen in SPACE COLORS where you would just ram into an enemy and shoot him until someone died. I’ve also refined the touch and targeting interactions. And since the game is largely stat-based, the feel of each ship is going to be dramatically different from one another. As it stands right now, simply swapping out an engine on my starting ship makes a huge difference in how I play the game.
And that’s, really, the kind of experience I really want to encourage with SUPERCHROMA. I want each item picked up to make players play the game differently. The core interactions will remain as simple and responsive as they were in SPACE COLORS, but the strategy and way you move around your enemies will feel completely unique.
Anyway, more to come. And such.