- Joined
- Jan 28, 2011
- Messages
- 97,236
Kickstarter: https://www.kickstarter.com/projects/433035186/spy-dna-super-spy-for-a-day
Steam Greenlight: https://steamcommunity.com/sharedfiles/filedetails/?id=876434355
https://www.shysnake.com
From the Codex inbox:
Steam Greenlight: https://steamcommunity.com/sharedfiles/filedetails/?id=876434355
https://www.shysnake.com
From the Codex inbox:
Hi there,
My name is Alex, co-founder of Shy Snake game studio. I’m writing to tell you about the game that our team of two has been working on for more than a year now, called Spy DNA (http://spydna.com).
With Spy DNA we're introducing more realism to turn-based strategy gaming.
First, we're doing away with the actual turns. The actions take as long as they take, and when your character is done, you get to do something new. You can also queue up actions ahead of time, and freeze time to think and change the plan whenever needed.
Second, we've modeled our weapons on real physics. Our game uses ballistic equations to figure out where the rounds go and how much damage they do when they hit. We've even built a kilometer-long shooting range just to make sure we could dial in our rifles. The shooting range may or may not make it into the final game, but we used it to make sure the weapons work right.
Finally, we also did away with hit points, and built an anatomical model of a human in-game, so we can simulate accurate damage based on what is hit.
It's still fairly early on, and we only have a demo video for now, but we're hoping to have an alpha out later this year. We’re planning to do a crowdfunding campaign in 6-8 weeks, which will help us afford all the assets our game needs, such as animations, 3D models, music, and such.
Spy DNA is really focusing on the strategy and realism aspects. Because of this we’re reaching out to like-minded blogs early to start getting feedback, and to raise awareness.
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