F.A.Q.

1:  What is Project Orbit?
Project orbit is the name of a project to release a real-time strategy (RTS) game for Windows and Linux that surpasses anything that has been done to date.  Our focus is on gameplay mechanics and user interface.  We want to create a game built on interaction rather than on precisely-timed build orders.  In short, we want a game that makes the player think, plan, and manage everything without being limited by issues of interface or dexterity.  We want there to be a clear and tangible advantages to playing cooperatively online.  We want to center the gameplay around notions of battlefield support.
See tags such as concept, gameplay, criticism, and about for more information.


2:  Is Project Orbit the name of the game?
No.  We haven't quite figured out a name yet, but we promise to have one by the time we release our first beta version.

3:  Is Project Orbit the name of your studio?

Nope!  We've called ourselves Sigmoid Studios.  No relation to the sigmoid colon.  If you care, it's because of Louis' experimental psychology background.  He has a bit of obsession with sigmoid curves (also called psychometric curves).  Kacey likes them because of the alliteration with "studio."

4:  Why Project Orbit, then?

The game will be set in a hard scifi universe.  What we know so far is that it will take place in a distant corner of the galaxy, completely cut off from Earth.  There will be three races, two of which alien, and the game will involve spaceships.  Project Orbit seemed to fit.


5:  Who are you guys?
 See the Project Orbit Team page.


6:  When is this game coming out?

 We honestly don't know.  We have a pretty well-defined outline of development milestones, but no hard release dates for any of them.  Also, we made sure to strictly define the milestones so that they're not ambiguous.  This unfortunately means that they're subject to numerous changes.


The other thing is that this is our first big game, so we expect to hit some serious roadblocks.


We'll keep you posted on any predictions we make via the dev blog.


7:  Can I get updates on your every move?
Yes.  We have a twitter account set up to provide you with the most up-to-date information.  This is usually a day-by-day account of what we're working on.

8:  Can I contact you guys?

Yes, but please don't spam us.  We don't want to pay for any services because we're completely broke.  That said, if you think you can help, have a question, an advertising offer, or a legitimate complaint, we'd be happy to hear from you.


Please see the Contact page for details.

9:  What are you using to develop this game?

If at all possible, we'd like to develop the entire game in python using python-ogre.  It may be necessary to use C++ for certain bottleneck functions.  This game will be rendered in 3d so that rules out pygame...

10:  How can I get involved?

First and foremost you can post comments.  Believe it or not, hearing from fans and stumblers is really important to us.  It keeps us motivated, helps us work out problems, and helps prevent us from doing something stupid that ruins the game.  Please, please, please leave comments and interact with us on the blog.


Aside from that, keep an eye out for recruitment posts.  We'll eventually need sound people, artists, beta testers, etc. and we'll let you know via the dev blog.


If you have a specific skill that you'd like to offer, please shoot us an email (see contact page), but please understand that we can only accept volunteers, due to financial constraints.