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Quantum Forge

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About Quantum Forge

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  1. For the past year the Quantum Forge team has developed a game called Sol Avenger. The Kickstarter is has been live for six days! Although we’re excited about the project and we’ve worked very hard for over a year on it, we’re averaging just a handful of unique visits a day on the campaign page! Our team has started to pass out flyers around local college campuses and community centers to boost public awareness. Without any significant marketing budget, it’s difficult to get this thing off the ground! The people who have seen this project say good things about it overall. We think you’ll love Sol Avenger because: It’s a space shoot'em-up action arcade game… Think Star Fox without the rails! There are quests: Looting and leveling on planets and in space! Skill, Stat and Ship Customization, RPG goodness!  A different experience with every ship! It’s an endless adventure! Our local solar system with a procedurally expanding universe beyond to explore! A cross-platform release - We can build the game to multiple platforms provided the appropriate licensing! Satisfying boss battles: Feel the rush of surviving in combat while also solving a fun puzzle! No loading screens! Support this indie project and come check out the Sol Avenger Kickstarter right here: https://www.kickstarter.com/projects/661243298/sol-avenger-a-3-d-space-shootem-up-action-adventur  
  2.     It's posts like these that really supercharge our team to get excited and work hard. Thanks!
  3. Captain's Log Stardate 11161411.22 We are nearly ready to launch our Steam Greenlight campaign as we planned this month. Steam will be a great place for us to promote Sol Avenger leading up to the Kickstarter, and more importantly it will be 100% gamer attention. With this in mind we are in the editing process of our Steam Greenlight content. We have kept our eyes on our Kickstarter and we are going over some truly epic ideas for stretch goals to give back to the patrons that support us. We took advantage of an opportunity to sign up as PlayStation®Mobile developers in order to take a step towards release on Vita and so that we may begin testing on that platform. Andre is in the process of refining the PC WASD controls. His idea is to make the game feel closer to a traditional first person shooter and not an aircraft simulator. The mouse controls where the camera and ship point towards. The rotation of the ship is automatic, dynamically orientating itself with the a major environment plane or with any large objects based on the distance the craft is from said object and whether or not the object or objects have a significant mass factor. This is especially important for touchscreen play where control input is limited. In this way, the player simply controls pitch and yaw without worry about how the ship rolls. If the ship is near a large object, it'll automatically level out with that object so that the player only thinks about aiming, positioning, dodging and blasting away at hostile forces. Games can be fun when they're easy to pick up and play. The 'S' key activates reverse thrusters so that the player is nimble and able to maneuver with ease. 'W' activates forward thrust. Holding the 'SHIFT' key with 'W' activates boosters that burn fuel and accelerate the ship into warp speed. 'A' and 'D' activate roll. The roll direction is currently based on the location in which the cursor or joystick is leaning towards, providing 8 directions of roll. If the player is not turning towards a particular direction then 'A' rolls to the left and 'D' rolls to the right which feels a lot like strafing. Andre is re-defining how the procedural system for various elements functions as a whole, such as city, terrain, terrain features, clouds, hostile forces, quest elements, collectables and so on. These are currently generated in certain sectors of both space and celestial bodies according to various parameters, procedurally. He's working to make the system generate more complex visually appealing cityscapes. He's eluded to the idea that this system may be enhanced to generate a more procedural universe on the whole, so that the game features sessions that are surprisingly unique with each play. The idea of mixing the more linear gameplay of the storyline with the vastness of space is such that this type of system seems 100% necessary and epic. As gamers, the last thing any of us wants are invisible walls. We want everyone to explore as much as they like because that's just another important piece of what makes adventure exciting. This guy is very busy trying to build an awesome game. Glenn has begun to reach out onto other forums trying to spread the word to the community. He has been making twitter posts and thinking of fun ways to get Quantum Forge out there, and he has been working hard on rewording the website so it is more engaging and personal. Also Glenn has been writing a prologue backstory to post episodically for your enjoyment! Lastly, Glenn has been working on creating new weapon and projectile effects, and has created a very iconic space shooter weapon, the deployable bomb. Diana has been hard at work creating the male and female pilot. A tremendous amount of work, research and iteration has gone into making these characters, and she is taking a break from creating the last few Bivalvian Lords she hasn't drawn yet to bring you the protagonists of Sol Avenger. She is doing a great job so far! Ransom has been having laptop troubles, but he just finished and sent over a huge compendium of unique sound effects that he made himself. He is very close to buying a midi fighter which would make it much easier for him to create and stylize music the way we need it. Lastly we are happy to report that we will be creating and releasing a brand new, improved trailer for Sol Avenger fans, because we want to best represent how awesome the game is.
  4. Good news everyone! Philae touched down on Comet 67p/Churyumov-Gerasimenko #space #CometLanding #churyumov #amazing http://t.co/lgjcEXSKgw
  5. Sol Avenger development is underway, we are making solid progress every day!
  6. My name is Glenn Lusk, and I co-founded Quantum Forge to develop and publish indie video games. We just recently formed the company in anticipation of the launch of our kickstarter for our first game, Sol Avenger which we plan to launch early 2015. Sol Avenger is the 3D Space Shooter gamers have been waiting for. It is designed for fast fluid play on Android, and we plan to release a PC-worthy version on Steam Greenlight, as well as iOS and other consoles. It is a sandbox environment set in our solar system with a storyline mission path and satisfying combat. In a possible future humanity has begun colonizing habitable planets and moons in our solar system. The player can choose between a male or female pilot that must fight back a Bivalvian alien invasion. One of the most exciting things about Sol Avenger to me is that there are no load times once the game has begun, and you can fly to all of the planet surfaces to complete challenges or storyline missions. We hope you’re interested and will support our indie game company however you feel appropriate. We have a small team of dedicated, good people. Thank you for your time.
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