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Build a home, build a community, build HOPE. Hope is a first person, world and community building roleplaying game. Set in the junkpunk world of EverSky, where people live on flying structures known as "rigs". Your role is to help build the community on a rig called "Hope", using a wide variety of tools. You will build, enhance and maintain the rig, whilst trading, crafting and socializing with the rigs inhabitants.

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The dirty business of funding

The dirty business of funding

Feature 5 comments

As I finish off a bid form for a government R&D competition, I wanted to share my views on this aspect of game development.

Trade screens and the wireframing process

Trade screens and the wireframing process

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Recently I've been redesigning the UI for trade in the game. Here is an insight into that process.

Help me choose a name for the games currency?

Help me choose a name for the games currency?

Feature 10 comments

I need help naming the currency used for trade in the game.

Inventory management and other dull stuff

Inventory management and other dull stuff

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Working some more on "inventory". Its kind of dull, but its important for crafting, trading, resource gathering etc.

An insight into working out a unique style for HOPE. Part 1 - Whitebox

An insight into working out a unique style for HOPE. Part 1 - Whitebox

Feature 2 comments

This last couple of weeks Tim and I have been trying to define a look for the art style of HOPE. By specifically aiming to define the style of one block...

Dabbling with DABL and Unity

Dabbling with DABL and Unity

Feature 1 comment

Working on a new language to implement the character AI for the game.

How hope is both a game and a research project

How hope is both a game and a research project

Feature 2 comments

A quick look at why HOPE is unique, how it is based on a passion for understanding videogame characters and how it is informed by research.

How the concept of HOPE was formed.

How the concept of HOPE was formed.

Feature 2 comments

Just wanted to share some of the design thinking that led to working on HOPE. How the game came to be and the motivation behind the non-combat focused...