I’m working on TorchShips again in a very limited ‘as time permits’ mode. I’ll begin doing short updates on this site fairly regularly (bi-weekly or maybe monthly). At this point I’m mainly doing design work and some testing of the tools I’ll need to get the game out the door.
I’ve changed my thoughts about the direction of the game somewhat based on more research on Atomic Rockets, backer comments and questions, and from playing a lot of the new space games like Elite Dangerous, Kerbal, and Rodina. All of which are excellent and I highly recommend you check them out – Kerbal for one is amazing – it has turned my ‘not that interested in space’ older son to someone who understands orbital mechanics. He is now interested in a space engineering career, and can intelligently critique the physics errors in the movie Gravity 🙂
I also am inspired by the feel and engagement caused by permadeath in large unregulated multiplayer environments. Rust or DayZ are good examples of this – when this works it is very powerful – actions have real consequences and players are forced to make critical decisions that really matter – emotionally and within the game. Yes there are a bunch of retarded griefers running all over these servers – but done right these worlds have room for all types – warriors, explorers, builders, and even 12 year old psychotics….
My high level goal for TorchShips is to present as many aspects of what living and fighting in space could really be like.
Based on that the design elements have changed somewhat from the original vision, here they are this point…
- 3-D combat & UI.
- Newtonian physics – your ship maneuvers in 3-D space using a reaction drive.
- Procedurally generated world.
- Muliplayer from the start, maybe some solo missions for tutorial purposes but at core game is multiplayer. Either session or server based like Rust/Dayz or possibly one large contiguous world like Eve Online (server technology permitting).
- Some rpg/rogue-like elements but core game is space combat and some exploration, less emphasis on crafting/grinding/leveling. Progression is ship based, not character based – you start very small (small pod with limited weapons) and work up to larger more capable craft.
- No FTL – the games takes place in a solar system other than our own but assumption is Humanity got there through sublight means.
- No aliens or ‘magic’ technology.