dcfedor
Blue Bottle Games
Hey Folks!
Sorry for the delay in responding. Been juggling websites all morning (as you might imagine), so I'm slow to keep up.
First off, thanks for all the kind words and support! Ostranauts is news to some, but others have known it as "Space Prototype." In either case, it's been a long time coming, and still has a ways to go. Which is a nice segue into:
TBH, I'm still sort of feeling this out. But on a minute-to-minute basis, I'm aiming for something like Sims/Rimworld on a spaceship. And that would take place within a context of longer arcs like taking a smuggling gig for Atlantis, or wire-hacking a corporation comms buoy for its rival, etc. I guess more akin to Shadowrun, where you've got your character, optional crew, and ship to keep afloat by doing jobs for Mr. Johnsons.
In the shorter term, it'll probably start out as a subset of features above. Probably limiting chargen to the shipbreaker origin, where you can scavenge junk from a ship boneyard and fix-up a derelict. Possibly with crew hiring to let players try out crew interactions.
Sort of along the lines of the original NEO Scavenger demo. A limited subset of features to get a feel for what works and doesn't, and gradually add features and content over time.
Glad to hear it! Part of what I think will make this interesting is the sort of stuff a lot of space sims gloss over. Namely, all the stupid taxes, fees, and interest payments you're saddled with when trying to own a multi-million (billion?) dollar outfit. And how to avoid paying them as long as possible
If I get my way, I really want there to be various UI styles for different manufacturers. I want it to feel like getting into an new Audi vs. the cab of a Mack WM fleet truck.
Correct. I'm aiming for rtwp and ff, sort of like tycoon and management sims. I haven't even touched combat yet, but I expect it'll come up. And if time permits, it might be interesting to try borrowing chunks of the NS system to see if they work in 2D real-time (for crew).
For ship-to-ship encounters, one approach I was picturing was something more like rare engagements, with long range scanners, and lots and lots of countermeasures. So, not a ship combat sim. Or at least, not focused on that. But we'll have to see as it develops.
As for Josh Culler, hell yeah! He approached me a while back to collaborate again, and I didn't hesitate. Currently, the OST features 24 new tracks from him. And he's working on some bonus tracks for an official OST to be sold alongside the game. (Lossless versions of main OST, plus bonus tracks.) It's quite possible I'll throw more money his way to add more tracks because I can't help myself
Sorry for the delay in responding. Been juggling websites all morning (as you might imagine), so I'm slow to keep up.
First off, thanks for all the kind words and support! Ostranauts is news to some, but others have known it as "Space Prototype." In either case, it's been a long time coming, and still has a ways to go. Which is a nice segue into:
I'm having trouble figuring out what the gameplay will be like. Sorry if this is a stupid question, but will this be turn based?
TBH, I'm still sort of feeling this out. But on a minute-to-minute basis, I'm aiming for something like Sims/Rimworld on a spaceship. And that would take place within a context of longer arcs like taking a smuggling gig for Atlantis, or wire-hacking a corporation comms buoy for its rival, etc. I guess more akin to Shadowrun, where you've got your character, optional crew, and ship to keep afloat by doing jobs for Mr. Johnsons.
In the shorter term, it'll probably start out as a subset of features above. Probably limiting chargen to the shipbreaker origin, where you can scavenge junk from a ship boneyard and fix-up a derelict. Possibly with crew hiring to let players try out crew interactions.
Sort of along the lines of the original NEO Scavenger demo. A limited subset of features to get a feel for what works and doesn't, and gradually add features and content over time.
You had me at profit and loss statement.
Glad to hear it! Part of what I think will make this interesting is the sort of stuff a lot of space sims gloss over. Namely, all the stupid taxes, fees, and interest payments you're saddled with when trying to own a multi-million (billion?) dollar outfit. And how to avoid paying them as long as possible
you could make the red buttons be START/GOOD, and green STOP/BAD.
If I get my way, I really want there to be various UI styles for different manufacturers. I want it to feel like getting into an new Audi vs. the cab of a Mack WM fleet truck.
According to Steam page, the main simulation is rtwp + fast-forward. But yeah, it's hard to judge how it's going to play, or even if stuff like combat is going to be interactive at all. Then again, it was hard to judge NEO Scavenger without playing it.
Anyhow, it's gonna be worth it just for the new Josh Culler's soundtrack alone. The one OST that made me actually look up a genre and go on a hunt for similar music for the first time since forever ago.
Correct. I'm aiming for rtwp and ff, sort of like tycoon and management sims. I haven't even touched combat yet, but I expect it'll come up. And if time permits, it might be interesting to try borrowing chunks of the NS system to see if they work in 2D real-time (for crew).
For ship-to-ship encounters, one approach I was picturing was something more like rare engagements, with long range scanners, and lots and lots of countermeasures. So, not a ship combat sim. Or at least, not focused on that. But we'll have to see as it develops.
As for Josh Culler, hell yeah! He approached me a while back to collaborate again, and I didn't hesitate. Currently, the OST features 24 new tracks from him. And he's working on some bonus tracks for an official OST to be sold alongside the game. (Lossless versions of main OST, plus bonus tracks.) It's quite possible I'll throw more money his way to add more tracks because I can't help myself