This post is going to cover the updates that have been going on over at our Sol Contingency forums and I'll do a better job to keep you guys in the loop as things happen.
First, there are some preliminary screenshots
of a map that I'm working on called Ice Breaker. The back story I have for this map is this:
Planet Phendrana was devastated when a meteor hit the surface, diverting it off of its normal orbit. Now that it is further away from its Sun, the whole planet has frozen over. There are massive blizzards that cover the planet as a result of the the change in orbit. All human installations were abandoned prior to the catastrophic event, but some of the machinery survived the climate change. Still performing maintenance, the robots of ISB-0215 have cleared upper levels of the facility, but were frozen in place when an insulated water reservoir was breached when the ceiling of the main atrium gave out. I chose the name Ice Breaker because of 1, the ice (duh lol) and 2, because I designed this map to be a balance of vertical and horizontal action to "break the ice" for non-6DoF players.
In addition to the map, Max also posted
the soundtrack for Ice Breaker, which is Martin's Isolation
I hope you guys enjoy playing the map when it comes out!
Next, as mentioned in another post, we announced our main ship for our Proving Grounds release: the Eclipse
There has also been a released screenshot of our missiles
of choice for Proving Grounds: The Dumbfire Missile and the Seeker Missile (names are WIP of course). There was also a screenshot
of a bot that DuderSeb came up with (tentatively the "Stealth Hulk)
1/2 Hawk is an absolute badass when it come to UDK and UE4 and he designed this
for use in his recreation of Neptune in Sol Contingency. It's like the classic screens in D1 and D2 with rotating bots, but in 3D! Fear not, the classic rotating bot screens are still around
Keep your eyes peeled for more info! Feel free to hit us up at our forums
or just PM me. We want to keep the Descent community involved with this game because we first and foremost want to make a game that we can be playing with you guys as a community. As fans. 1/2Hawk said it best when someone from the DU forums came over
with some questions about microtransactions and other things.
...right or wrong we're not in it for the money - would rather be playing with y'all.
The concern for community involvement has also reached within our Dev forums:
I really want us to get more intimate with the community. I'm worried about this a lot.
Not only do I want to be a project that gets the community involved, but also I would love to be able to take all levels of feedback into account in order to try and make something that appeals to all just like Descent did.
Same here. There's several reasons I, personally, haven't brought up and pressed this as an issue:
A tangible, working game is far more valuable than any talk: true feedback will come post-release
PG is a demo, so almost everything can be considered temporary (UE4 after PG?)
Sol C has limited development time & resources
For now, that's all, but we will be releasing some videos soon. I'll leave you with Verran's video
of flying around our first announced map, Vertigo, using a Sidewinder Pro and trichording everywhere.