20/11/2014
Motorhackz prototype update
I spent too much time on last weeks trying to get an early audience through the networks, also doing my very first steps on FB, but I'm pleased to welcome my first subscribers to the upcoming alpha demo.
> CURRENT GAMEPLAY
The demo currently features 7 typical solo missions (races, transportation, combat) + 1 multiplayer scene.
The multiplayer mode is already functional, but awaiting the implementation of udp connections to be fully reliable.
Stormancer's crew is working it out, so it's a matter of few weeks.
We can expect the release of the demo right after, as to test the prototype , track bugs and get feed back from early players.
This is also a matter of interaction as to refine the gameplay and discuss future game strategies.
Released as-it-is, the prototype appears to be a sandbox game, allowing to drive crazy rigs offering different behaviours and sensations, and to have fun chasing each other.
>> EXTENDED GAMEPLAY
The point is to offer different strategies as to go beyond a pure "car combat game". Another development stage, based upon interactions between the participants, is to define an extended gameplay and to push the project further. Hopefully in the direction of my first insight: building up different reboot communities, with their own political agenda and survival strategies*, and letting the player have an influence on the clan's destiny through basic options : resources/loot sharing, npc activity admin, attack/defense balancing, crafting (DIY/open source techniques) and eventually farming. I'm figuring this out as a secondary (not mandatory) gameplay, running in the background of a persistent world. Then, a clan could eventually collapse when its no longer sustainable... or keep on being a productive and creative place.
Feel free to add your voice and share your views.
(*) I elaborate on this in the following post.