@Kisguri How are you going to supply the free iOS version to those who back $10? I'm asking because Fist of Awesome had to release the game for free the first 24h so that backers could grab it. Are you going to have to do the same, or will you do it through promo codes? I'm not interested at all on Windows version, and I don't want to back the project and then pay again for the iOS version. Thanks.
Hour left in day three and only 250.00 bucks to go to get to goal. Pretty amazing, thanks for all the support guys, and if you haven't checked it out yet. http://www.kickstarter.com/projects/2064021040/tiny-trek
Yes it does, thanks. The gifting part is a good idea. I would have never thought about doing it that way.
I thought tonight I will talk a little about away missions. Were you can send them, what they do once they arrive. Everyone has being bringing some good input on that in the last few days and I want to show you guys what I have incorporated from those ideas thus far. I think first it best to introduce you to your crew types! Marine: This guy hits the ground running, They are your first line of defense (or offense when needed) Armed with the latest in pixel hand weaponry, when selected, this guy can dole out some damage where need be. I would also like to point out he is in a "Red Shirt" and i think we all know what that can mean. So keep that in mind when you have him charge into well, whatever! Science: The blue shirts like to research and examine stuff, of course he is the guy to tell you that their is a 12.453847592% chance of this or that. In Tiny Trek the science officer on a away mission is to use the trusty scanner to locate cool things that might be useful or interesting or perhaps even dangerous. With the scanner you can scan specific items that have a scan icon appear when near to them. He is also the one who collects the samples and brings them back to the ship be stored in the cargo bay. Repair: The Repair officer uses his fancy repair tool to open doors, fix busted control panels, and interact with any kind of machinery you find. The Repair officer also is the one who can mark minerals for mining, which will be transferred back to your cargo hold when done. Command: The Yellow shirts main function is to communicate or negotiate with other sentient species. They are highly adapted to handle exchanges and trade. When you need to conduct some business, sending one of these guys will certainly help. Medical: If you remember we do have red shirts in the game, and they have a tendency to, well you know. With a Medical Officer on the team he can heal people hurt on the mission helping to ensure in dangerous situations that they can succeed. Their is also the possibility we can get the engine to allow the Medical officer to heal npc's adding more depth to the episode generation options. Some things I have added or beginning to code since reading your comments are reflected in part in the next image. You will notice that now we have three HUD boxes at the top. These will store the names of the characters sent down to the planet. The hope is I can give you the option to name you officers and they will have health points and can earn experience that will improve overall efficiency on your ship. I think this can be a nice addition and deeper fleshing out of my original idea. Just a note I won't be providing a very deep micro managing mechanic to the crew. But I do see value in personalizing them and giving them some progress and growth. I am uncertain about perma death and recruiting replacements. I believe I am looking at incapacitation during a mission and if so they earn no experience. But if one party member at least remains and the away team makes it back, then the advanced technologies on your vessel will revive them and return them to duty. I look forward to your thoughts! If you haven't checked Tiny Trek out yet, please visit our Kickstarter at, http://www.kickstarter.com/projects/2064021040/tiny-trek
Guys thanks for the tremendous support, I am humbled and motivated! Next stop first stretch goal! "$6,000.00 Raised - Robust Editing Tools: If we can hit this mark we can afford to spend the extra time developing more editor tools for the player, providing more customization to you. More editing tools for your ships and races, more color options, and the ability to edit your home world. At this amount we would also provide procedurally generated weapon systems that you can edit. "
Just read the updates here and the backer emails, I am super excited by this, it looks truly awesome.
Weapons The next stretch goal is better editors AND procedurally generated weapons I am going to list the base weapons in the game now, and after you read them maybe you guys can give me some ideas of what kinda of ship to ship weapons we could maybe include in the procedural generation. Note in game, the energy weapons will do hull damage, but cannot destroy the target, however they are super effective on shielding. Torpedo aren't effective on shielding but are the only weapon type that can finally destroy the target. Hope that makes sense, writing this a bit late in the evening. Energy Weapons - good on Shielding 1. Beam Weapons (Continuous beam for short time, med range) 2. Energy bolts (rapid fire of many small length beams, long range) 3. Scatter net (Creates expanding ring of energy,provides cover, short range) 4. Vulcan (Fires in direction of ship, Massive amount of fire, long range) Torpedoes - only thing that can destroy ship core 1. Regular Torpedo (Dumb fires in direction of target, Quick recharge) 2. Homing Torpedo (Locks on and follows target, Can only turn so fast) 3. Drone (follows target, punctures hull multiple times before ending) 4. Barrage (Fires consecutive torpedoes at once)