Episode- Title: Thread of Fate
Full Game Title: Operation: Zero - Thread of Fate
Project Focus: Content Authenticity + Integrity, Gameplay
Development State: Pre- Alpha (Redesign taking place atm)
Type: Closed Source (commercial later on)
Market Focus: Western Europe, Northamerica
Release Date: "When it's done"
Genre: XGenre SciFi Simulation
Mode: Singleplayer, Multiplayer
Story: Multilinear (finite, conclusive), Frameworkstory offering 5 playable and 1 non-playable Chapters
Team Name: Against the Wave Game Development Studios (short: AtW Studios)
Experience Level: Experienced / Semi professional
Location: Germany
Communication OnSite, Wiki, Dev-Forum, IRC, ICQ, TS
Language(s) english (main), german (secondary)
Open Positions (freelance work, unpaid atm):
Design Department:
Quest Designer - 1
Content Designer - 1
Web Designer - 1
Programming Department:
Engine Programmer - 2
Tool Programmer - 1
Network Programmer - 1
Art Department:
3D Artist - 5
Texture Artist - 5
Concept Artist - 4
Sound / BGM Artist - 2
Technical Specifications
Platform: Windows PC (Linux support planned)
Engine: Irrlicht- based (not decided yet)
Graphic Device: DirectX 9/10, OpenGL
Programming Language: C++
Scripting Language: LUA / Python (not decided yet)
Controls: Keyboard, Mouse, Joystick
Information:
Operation: Zero tells the story of our universe from it's accidential start to it's eventual end. Out of the Framework Story covering the universe's entire life span, a certain time period of interstellar history has been split into 5 chapters, telling the story of an uncertain terrans life and how it is being influenced by the whirl of interstellar politics and diplomacy.
Operation: Zero allows the player to play as he wishes. While playing the players actions themselves determine what he can and can't do. The opportunities are endless as the player can fit the role of either a smuggler, a trader, a pirate, a policemen, a terrorist, a military, a mercenary, a bounty hunter, a headhunter, a cultist, a spy, a double agent, or just play the role of an ordinary freelancer. Each of those types of playing comes along with an entirely unique perspective on the story, it's turns and background happenings making the ingame situations the player encounters both realistic and thrilling.
In Operation: Zero the player can only fly one ship at a time, but however is able to command multiple ships in combats or for much more profitable high-scale trading. Being dynamic the enormous and authentic ingame atmosphere can be altered by the player in several ways and by several actions. The player will soon learn that he is the one made responsible for his very actions and how badly some situations can turn out on the long run if wrong decisions are made at a decisive time.
With it's tactical and economical depth Operation: Zero provides a complex challenge to those willing to invest the time. In times of war successful pilots will quickly rise in ranks and gain more and more influence in their fraction offering them a whole new playing experience each time their performance gets them promoted. Another option is to simply found an own fraction and live a free live, at least until it messes with others interests.
If the Player doesn't take action everything he knows, everyone he loves and all things he accomplished on his way are going to an end. He is the scissor to cut the thread of fate, the universe's last hope.
The future is unknown and the path concealed as the hatred of aeons awakes ... Day Zero approaches ... the final day ... the "Call of Fate".
More Information:
As in most space shooters the player commands a single ship by making use of either cockpit, 3rd, or turret view. Using it he can fight against other spacecrafts, pickup and trade wares, mine for ressources in several different locations, communicate with other ships or just wait for something to happen around him. By docking to stations and/or planet he can either check for missions, buy or sell equipement or wares, recruit an npc escort, change ships and or talk to people. Unlike most Space Shooters Operation: Zero offers a phrase-based dialogue interface which is used in every type of communication (meaning you pick a phrase and the npc answers), even when it comes to unlocking special missions. While the player can always control only one ship at a time he can use a quick command interface to make all ships in communication-range, that in whichever way belong to him (external recruits, wing members, subordinates, etc.) follow his orders.
Unlike usual Space Shooters Operation: Zero doesn't force the player into a certain role, but offers a wide range of opportunities for the player to interact with the ingame universe and make the choices himself. As the game evaluates the key actions of the player it alters the univserse according to what he did so that every action which would have consequences in Real Life actually has some.
Additionally to fighting the game offers an economic simulation interacting with the ingame universe. Economy is part of life and if it encounters bad times it will have it's influence on gameplay. One example for the massive importance of the ingame economy are the wars happening as part of the storyline: With every month and every ship lost the militarys hunger for goods grows resulting in more and more wares to never appear in the stocks. Another important role in the downfall of an economy during war plays the destruction of facilities lowering the ammount of wares produced and ressources consumed. All of this results in exploding prices and the black market to become more and more important.
Another feature enhancing the games atmosphere is the technological evolution. All races except a few start with a very limited understanding of technologies, but as time goes by each of those manages to master more and more complex systems until finally in the last years of the story all have attained the same state. But not just the technologies evolve, even the races themselves change their attitudes over time.
For more detailed information contact me via PM or ICQ (preferred). Applications with concrete examples of your work showcasing your level of experience shall be provided by Email (prior contact required).Project Plan:
Pre Alpha State (current)
Alpha #1
Combat system prototype
mercantile system prototype
Interaction system prototype
Script System prototype
Tactical combat system prototype
Alpha Demo
Alpha #2
Scriptbased Event Generator prototype
Action Evalutator Prototype
EcoSim Prototype
PoliSim Prototype
REGSim Prototype
Alpha Demo 2
Beta #1
Netplay Prototype
Finalization of the Script Interpreter Engine
Finalization of the 3 Simulators
CCI Prototype
Combat System Finalization
Beta Demo 1
Beta #2
CCI Finalization
Netplay Finalization
Beta Demo 2
Beta #3
Finalization of the Game Engine
Finalization of Graphics Interfaces
Enhancement of Useability
Beta Demo 3
PreRelease
Functionality Testing and Quality Assurance until the Game runs stable on all platforms
-> Goldmaster V1.0