There is also track mode which allows players a more traditional way to test the controls and the hover car's ability. Split screen allows multiple players (right now two, but four is what were aiming for) to race, explore, and generally goof around with each other. The car's engine and thrust is highly based in physics, and having multiple different car options will make this game exponentially deeper. I personally would like to see the procedural generation used to create lush forests and monumental cities to drive through. There's also a full day cycle currently, which will be followed soon by a night cycle.
Other possible features include destructible structures (with weapons of course), an antagonist, probably a wall of fire or something else equally menacing, that chases you around, prompting a de-facto survival mode, multiple various tracks, and hover jousting.
We plan on developing on PC, and then porting it over to Mac, Linux, Xbox, and Android mobile. IPhone and IPad support may also come depending on accessibility.
We want to have beta ready mid-September and release by the end of November.
Credits:
- Jordan Black - Programmer / Project Manager
- Dan Modesto - Programmer
- Zach Checkeye - 3D Modeling
- Natan Golynskiy - Level Design
- Josh Donnelly - Sound Design



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