Space Exploration: Serpens Sector is an upcoming RPG by Metal Beetle Ltd. It's a work in progress, but you can download a development preview now.
In SE:SS, you are tasked with charting the long-abandoned Serpens Sector, a region of space reached through a wormhole near Earth. Each star system you visit brings you an encounter with something - ancient ruins, other humans and many dangers. The map and encounters are chosen at random for each game, which means that each game plays out differently. I release new previews every once in a while and I'm very interested in any feedback - so once you've tried it out, head over to the forum and tell me what you think - or use the feedback form. The intention is to release the base game for free, and create expansion packs for sale. SE:SS is intended to be a game of discovery, and will contain many hidden truths to be discovered by the dedicated player. Screenshots
News
2009-07-01: State of the Feedback
A recent influx of visitors from jayisgames.com has resulted in a new torrent of feedback emails. Rest assured that I will answer all of them, but it will take a while - I currently have some 202 messages in my "Feedback - Todo" folder, and will find myself with literally no time to answer any of them until Tuesday.
That said, I'm very happy so many people are so enthusiastic about the game, so by no means take this as a request for a cessation of feedback!
2009-06-08: Space Exploration Coverage Roundup
Selected links to news/blog coverage of dev 9:
Furthermore, amazingly, this site is now on the first page of the Google UK search results for "space exploration", crowding out various real-world space probes. I feel almost a bit guilty about this. (And Metal Beetle's site is on the second page for "beetle".) The algorithm seems to have taken a liking to my sites.
2009-06-06: Interim Feedback Report
This is merely an interim report from the trenches of reading feedback messages. The response to dev 9 has been overwhelming, and largely positive. I have now answered (nearly) all feedback messages that had a return address attached, but this still leaves a lot of others I need to read through.
Things beyond Metal Beetle are currently taking up most of my time, which is why this has taken me so long. But soon I will be able to return to working on SE:SS in earnest. So what has my analysis of the feedback messages thrown up so far? Well, the most frequent complaint has been that fuel in dev 9 is rather too tight. This is simply an oversight on my part, and one I will address in dev 10. Of course, fuel will never be plentiful, since the limitations that fuel imposes make up part of the gameplay by making the player choose where they can afford to fly. Relatedly, many people report that they consider games where they haven't managed to reach all stars on the map to be games they "lost". This is a bit confusing to me, since it feels akin to saying that any game of Pac-Man not played until the final 256th level - is lost. Still, what these two things boil down too is that the game is rather too hard for may, and also too unpredictable in its difficulty. Then again, there are also plenty of players who like the difficulty as it is. The obvious resolution is to add difficulty levels, which is indeed what I intend to do. So what's the plan for dev 10? The main focus will be on the space combat, where I plan to more or less rewrite the combat user interface, and introduce planets and a larger playing field. Beyond this, I'm not certain yet. Difficulty levels, perhaps. Numerous feedback messages have also stated that there is still very little variation in the game's encounters, and this is obviously true. So far, I'm still concentrating on improving the game's engine, rather than adding lots of content. This is simply because the engine needs to be more or less finished before I can write content for it. The encounters that are there so far have been rewritten numerous times, and I would rather not have to rewrite a hundred encounters each time I change something about how the game works. The above points aren't the only things I have learned from the feedback messages, but this is already quite a long post, and to detail each idea for improvement and its reasoning here would make my hands fall off. But rest assured that there is plenty of thought going into my plans for the game. |
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