We've been working on Proven Lands with a super small team for some months now, creating a game in you become an explorer - not just another sandbox item collector. Packed with the real mysteries of physics, biology and chemistry, plus tons of (hopefully) reasonable science-fiction, influenced by Star Trek, Don't Starve and Project Zomboid.
In Proven Lands survival is our strongest concept. It starts with a stranded astronaut -- you. You fight hunger, thirst, strange animals, weather and even the nature itself. Give the pre alpha demo a try, attempt to survive for a few days. Right at this moment you’re able to eat everything with your helmet on (for demonstration reasons) but because we aim to be a hard sci-fi game in the future you’ll have to take off your helmet first before you can eat anything. Your initial spacesuit is weak and old. However you’ll need an armored one to survive against stronger animals and armed aliens later on – oh, and you’ll need better weapons than an axe.
As soon as you’ve mastered the first terrain biome (desert), there will be plenty to discover such as steppes, savannah like environments, forests, big rivers, caves and different planet types such as ice or volcano - each filled with tons of items and characters. The AI game master will watch your influence in a region so after some time more intelligent animals, and perhaps even aliens will start to attack you. First off though we start with simple alien villagers and introduce you to a rather basic storyline. And, because it’s a sci-fi survival game, build devices, smaller machines, factories and before you basically upgrade your “camp” to a small one-man outpost -- similar to an advanced camp in Don't Starve, just deeper, bigger, and more sci-fi.
we’re still negotiating with publishers which takes time, the bigger the publisher the slower the process. Naturally publishers insist on waiting with Humble pre orders or further game details for instance and since we’d like to be fair with you but them as well, let’s do something about it: Until we have made a decision we’ll just proceed in stealth mode. So no further screenshots for some time from now on. It’s sad because darn, some crazy stuff is going on, but let’s wait how everything turns out. So stay tuned for more details within the year.
Why does it take so long? We’ve met some cool people. However, publishers tend to be greedy. So, we refused a couple of offers in the range from $500k to $1m. Why? Because we’d like to stay independent.
You might ask what kind of offers publishers make. Well, it depends on how much money you take and whether your game is commercial or not. Let’s say you have a shiny game that might become a commercial success. You might end up losing your IP and game production control for let’s say $500k (game production budget, not for your personal use) and 5-10% royalties before taxes for a limited time. Besides from that the publisher decides what, when and where to produce. This is one of the reasons why none game developer or designer is as rich as Zuckerberg, Dorsey or even Karp. So, a publisher might be good for the game (?), but ultimately you end up as an employee that has to beg for stuff, which of course makes us sick. ;)
Sep 22 2014, 4:05pm by btxsqdr
@JohnRobertMatz Cheers. That must have been the very first concepts :) Still on it. I hope we are close to teaming up with some cool guys
Sep 22 2014, 3:09pm by btxsqdr
Sep 22 2014, 6:23am by btxsqdr
Sep 22 2014, 6:23am by btxsqdr
@szabolcscsanicz Thanks ;) I really appreciate it
Sep 22 2014, 5:32am by btxsqdr
At a coffee shop. An old friend. Making bad jokes. Just realized that my shabby bagpack is 10 y old
Sep 22 2014, 4:07am by btxsqdr
Sep 20 2014, 4:19pm by btxsqdr
@y2bcrazy I wrote the new voxel engine myself (Marching Cubes/Transvoxel/SVO/LOD). View distance of 16 km at an altitude of 20 m
Sep 20 2014, 4:07pm by btxsqdr
@y2bcrazy Cheers, man! I just finished the new grass algorithm. 16 km^2 of procedurally generated waving grass. I hope to show sth. soon ;)
Sep 20 2014, 4:00pm by btxsqdr