We don’t know this exactly yet, we are still optimizing and we need to test this. What we do know is that it will be a DX11 game. We will have extensive graphics settings though.
We don’t have an infinite procedural universe with procedural content. We focus all our efforts to supply the players with creative toolsets which give them the ability to create arenas up to 256 m3 in size. This makes the scope of the project manageable for us.
Also, keep in mind that we intend to create a rating system for the arenas to make sure that only the best are featured on the D.R.O.N.E. Networks. So, to wrap this question up, it’s a much more manageable scope and we are confident that we can make it.
If a player publishes an arena it will show up on the universe map, where you can sort/filter and search for different arena specifications. If you found an arena that you like, you can visit it and take a test flight. If you want to compete in this arena, you can suggest a tournament in the D.R.O.N.E. Networks, where the suggestion will show up. When enough players are interested to join, it will become highlighted on the upcoming tournament list. Arenas that already had one or more tournaments will be rated and show up higher on the D.R.O.N.E. Networks or even get featured as one of the favourite community arenas. Players can put arenas in their favourites, rate and comment on the design and even make suggestions to the arena architect. Based on some weighted algorithms and your filter settings, arenas show up closer to you so you can use your spaceship to explore the creations of other players. The system will work similarly to YouTube’s suggestion system. Players who give a chance to arenas with few or no ratings at all, will be rewarded with pioneer points. There are more details to this process, but, without writing an essay, this gives you a clue on how we intend to solve it. If you have any questions or suggestions, let us know 😉
No, each component or block will have its own durability value (depending on its stat distribution) and can be damaged or destroyed separately.
We have not decided this yet. One thing’s for sure, we will stay far away from any pay2win models. Most likely, the game will be paid, but we want to leave this open for us so we can gather feedback and suggestions from the community. A thorough market analysis has to be done before we can decide. This also answers the question of “how much will it cost?” – we simply don’t know yet.
This is unclear to us as we need to have a successful crowdfunding campaign. This strongly affects development time – with more funds we can invest money in existing technologies and hire helpers.
As soon as we have enough followers to confidently start it without the fear of underachieving the minimum funding goal. With the most established crowdfunding platform Kickstarter (which is likely our choice), we either achieve the goal or get nothing. We believe in the concept of D.R.O.N.E., but we also need to have realistic expectations. Only with a large, interested community can the crowdfunding be successful.
For us, it means that we supply the players with tools to create environments, arenas, drones and even a rule-set editor. While we will create a bunch of examples, most of the content will be created and rated by the players. To achieve that in a satisfactory way, we intend to listen very carefully to any suggestions, ideas and feedback the community has to offer. We want to have a kind symbiosis with our players.
Since we are a small team, we need to focus all our energy and effort on making good tools and on the creation of a great gameplay experience. We intend to make use of the creativity of our playerbase. If you are not a creative type, the game will still offer very interesting and competitive gameplay.
Balancing is a big challenge for developers since multiplayer games exist. While we certainly need to be careful about it, our concept is self-regulating to a great extent. Since offensive and defensive drone components have various costs and statistics, not all of them can be used or built in a drone at the same time. These components, in a nutshell, work a bit like the famous “rock, paper, scissors” game. Components are good against some types but bad against some other types. The players need to consider this and adapt to environmental and opponent drone build challenges. Switching your drone build during a match may be needed in some cases.
We have not decided this yet. PC definitely comes first. If the crowdfunding is very successful we will consider porting D.R.O.N.E. to consoles, Mac and Linux.
We focus on keyboard and mouse during the creation process, but all controls are mappable to whatever device you want. HOTAS? Sure, why not? 😉