Project Orbit will be released for the Windows and Linux operating systems. The project is in its pre-alpha stages, but it is quickly maturing into a playable proof-of-concept demo.
What will the game be like?
Project Orbit's paradigm hinges on the idea that as complex patterns of behavior emerge between units, the opportunity for fine-grained strategy increases.
What will the game be like?
Project Orbit's paradigm hinges on the idea that as complex patterns of behavior emerge between units, the opportunity for fine-grained strategy increases.
Dynamic Unit Interaction:
Dynamic unit interaction means that playable game entities have internal states, which vary in real time according to their environment. As a unit's internal state varies, so do its competencies.
Influences can come from:
- Terrain topography
- Static geometry (cover, concealment, garrisoning of buildings, capturing of NPC assets)
- Real-time physics
Natural Interaction:
The problem with most multiplayer RTS games is that aside from attacking a common target or defending a goal of common interest, there is little reason to interact with a teammate.
We believe this is boring.
Project Orbit will address this problem by encouraging players to specialize, such that they may complement each other. This will be done along three separate axes:
- Race-based strengths and weaknesses
- In-game, XP-based commander profiles
- A classical tech tree
- A shared tactical interface to plan battles and share intel
- Advanced VOIP tools for communication
- Advanced UI for supporting allied units
Contextual User Interface
Complex game behaviors require careful interfacing. We want Project Orbit to test a player's cognitive skills, not mouse-clicking or typing skills.
Central to our solution is the ability to view the battlefield across a large range of scales. Closer scales will deal with unit-unit interaction and larger scales will allow for the direction of indirect fire, gathering of intelligence, strategic analysis, and establishing of logistics and patrols.
Conclusion: What to Expect?
The bottom line: expect a game that makes you think, plan, collect intelligence actively. Expect planning to be punctuated by intense skirmishes and quick thinking!
Click here for a recent discussion on the features and design goals.
Click here for a recent discussion on the features and design goals.