sop3000 is a sci-fi game where you control a futuristic fighter aircraft. Your carrier airship was left behind the enemy lines and is badly damaged. Help your carrier to navigate through the enemy territory and bring her back safely to the home base, combating hordes of enemy fighters in hectic dogfights, destroying enemy defenses and laying waste to enemy bases along the way.
sop3000 is a tight single-player dogfight simulation game. The fighter aircrafts in the game are easy to control and fun to fly around. They can loop, roll, turn on a dime and even strafe. They are equipped with powerful, precise and rapid-firing weapons.
The game missions will provide players with plenty of opportunities to put all that to good use. There will be many big battles with a lot of fighters engaged in furious dogfights, where the air is literally filled with bullets and explosions.
A big part of what makes sop3000 a fun game to play is the enemy AI. It makes sure that the enemy fighters are "smart" and challenging enough for the player, it coordinates squads and individual units on the battlefield and orchestrates engaging combat scenarios.
Key Features
Dear all
this is a first demo of sop3000 game. It took some time to get it done, but I think it was worth it (I still like to play it myself after all that development and debugging).
I hope you'll like it as well and will help me to improve the game by providing your valuable feedback.
Here is the link to the web player version (needs Unity plugin):
or you can download the standalone build here:
Please visit our web site at sop3000.sopwerk.com
Thank you!
There is a big enemy base in the middle of the map which you have to attack and destroy.
The base is guarded by several gun platforms around it.
Up to ten fighters can be spawned by the base to defend itself.
You'll pilot a fighter aircraft which is a part of your carrier defense group.
Your primary task is to help your team to demolish the enemy base.
You will have to keep your carrier alive and protect it from enemy attacks.
W, S Accelerate / Brake
A, D Roll / Strafe
Left Mouse Button Fire guns
1..4 or Mouse Wheel Change weapons
ESC or P Pause menu.
New fighter models, improved effects, experimenting with HDR audio and upcoming demo.
Introducing sop3000 project: an arcade-style flight shooter game with focus on the AI and single-player experience.
sop3000 demo contains a single skirmish level. There is a big enemy base in the middle of the map which you have to attack and destroy. The base is guarded...
hi. any news?
Great, my favourite style. Keep making this excelente job!
Thanks!
Will do, still have a lot of ideas to try out ;)
Couple of questions on this
1: do you plan to add new types of units ?
(like have attack copters that can fly on the spot, missile barrage bombers etc,etc,etc...)
2: Will it be multiplayer only or will we get offline game modes with full A.I. support ?
3: will there be a sort of single player campaign or just offline skirmishes with A.I. opponents that can be set on varying difficulty settings ?
4: Do you plan on adding moddability ? and if yes to what extent
5: How do you plan to release this ? through steam ? for what price ?
thanks for your interesting questions!
1. Currently there is only one class - a fighter. I had in mind to add the bomber class (low speed, low agility, lots of armor and guns) later. But I'm not sure yet how the bomber will fit into the current gameplay as the battles are generally quite quick and chaotic.
2. The game is a single-player only. Much of the development effort went into the enemy and tactical AI - as my primary goal was to create worthy AI controlled opponents for the player. I might try to add the multiplayer later, but it's not on my short list yet.
3. My current demo level (will be published soon) is exactly that - a skirmish with the AI opponents. I'm working on the single-player campaign too, but not really making a very good progress there. For now I've decided to publish a couple of standalone levels first, collect some feedback and then decide how to go forward with the campaign.
4. I really haven't though about modding at all.
5. While in the development, I plan to publish couple of demo levels for free - just to collect some feedback and to steer further development of the game. Once I'm certain I've built a decent product, I'll probably go to the Steam and try to sell it for some reasonable price.
As this is single-player only, will there be scoring system? Aiming for the high score would help the replayability IMHO.
Also I think the camera's a bit too far from the player plane.
yes, there is a simple score system in place: the score is shown at the end of the level. I show a stats screen with the high score and counts for enemy fighter kills, destruction of buildings and player own deaths. I've also considered to make it into the on-line ranking system in the future.
As for the camera position - you might be right. I can't tell anymore after so many hours of play-testing the game. But I'll keep it in mind. I'm going to publish the playable demo soon, so I hope to see what people have to say about it.
this looks seriously like a lot of fun.
only singleplayer? I play strike vector with friends and we're having a blast. If your game got lan or server support that would add so much to it.
thanks!
I see it the same way: multi-player is a great fun in this type of games. It's just that I wanted to have an AI and single-player first, so the network support got a lower priority for now. But I'm definitely going to try implement it.
How many enemies do you plan to have on-screen?
On the current demo level I have 10 on each side - 20 in total. I've tired 50+50, but it was a bit crowded and not really playable. And it started to lag on the low end PC.
Anyway, I believe it would depend on level design, so I'll have to experiment as I go.