I am shipping a minimally viable prototype game ASAP that will be a slight deviation from the long term goals of VQ. I am still planning to achieve my long term goals, but that will be down the road. The first goal is to get something fun into the hands of backers and ensure that I don't get stuck on hard problems in the short run.
The short term goal might be to work towards the long term goal but also implement something that is relatively easy, fun, and can be shipped fast as a quick prototype (similar to how Rockstar shipped a ping pong game with the GTA engine, although I am not planning to build something so drastically different). We have speculated about shipping a minimally viable game in the past (on the Twitch stream and so forth), but this might be a slight deviation in that regard. Whatever we put out will be similar to the long term goal in terms of code and assets, so most of the work put in should be towards a worthy cause. This is not to flip the switch on backers - the original goals are still there but in the short term we need to focus on what is viable, fun, and can be shipped fast, for everyone's sake. We will explain this in greater detail when we have nailed this down and if we are sure it is the right thing to do. We are also open to game ideas that would push VQ forward but at the same time provide a good mini game as a testbed (but at the same time we need to nail down these plans fast, so if something ends up being a large deviation from prior plans it may not be possible).
Ok, this sounds awesome. Let's talk about this!
Objectives for the prototype:
- Easy (to build)
- Fun (to play)
- Shippable Soon*
- Uses existing/future assets
- Acts as a testbed
A swarm survival game; the PC is plopped into a world based on the existing terrain generator and the longer they stay in one place, the more mobs start showing up. Randomly generated structures provide anything from brief cover to long-term-bases to boss fight arenas. Light RPG elements (use loot to up stats in order to keep up with the constantly-increasing monster severity). Either keep moving and looking for loot or stay in place until the swarm kills you.
One life, but it may have a permanent environment where you can find the loot you dropped last time you died or the crater where you set off that box of grenades a couple of lives ago.
Some elements from finished Voxel Quest won't be there (such as advanced AI and RPG elements). It stress-tests and shows off some of the cool features of VQ (streaming terrain gen and a level of mutability). It ties into future development (expandable RPG elements, structure).
How easy is it? No idea. How fast to ship? Hard to say.
Other proposals and objectives welcome!