And So Work Goes On…

Hey, everyone!

Apologies for the brief silence, we’ve been a little overwhelmed trying to sort out everything post-Kickstater, and Jim has had to move house, which has been rather chaotic. Poor old man.

Anyway, we’ve been doing a load of things this last fortnight, including commissioning things to hunt – a hare and a pheasant – and things to be hunted by.

Tom has also been working hard on world-based stuff, such as island-to-island transitions and the saving and loading of everything in the world.

He’s also created a proper day/night cycle, which you can see below.

We’ll probably be a bit quiet over the holidays, but expect another update next week, and then regular progress updates in the new year.

Oh and we’ve set up a twitter! @bigrobotltd – Follow us!

Sir, You Are Being Funded: Kickstarter Complete!

Thankyou, Everyone!

The Kickstarter is complete. We’re funded, and we’ve been able to unlock a whole bunch of brilliant stretch goals. It’s been an amazing experience.

We’re leaving the Paypal page up for a while longer, in case any late-comers still wish to pledge. We’ve raised an additional £1100 via Paypal so far.



Customisation?

Sadly, we didn’t make it to the £100,000 target we’d set for character creation and customisation, but since we’re a good way there, we’ll still endeavour to get some aspects of it into the game. Not hitting £100k means it might not be as developed as we’d hoped, but it’ll still add something to the overall experience of both the single and multi-player games.

Multiplayer Matters

This will come some time after release of the single-player game, and will be free to everyone who owns the game. A brilliant single-player game remains our priority and we’re working on it every day. (This week alone we’ve added inter-island transitions and some new animations!)

Release Dates

With plans to add a lot more content via stretch goals, it’s sensible for us to say that the current July 2013 release goal might be subject to some slippage. We’re still aiming for that date, of course, and we’ll keep you guys aprised of any changes. That early-access test date will come as early as we can possibly manage.

Physical Rewards?

These will be produced and sent out as soon as possible. We’ll let you know the exact schedule for this, but it won’t be before the holidays.

Steam?

Naturally we are hoping to get on to Steam. All Kickstarter backers will get a Steam key when that happens. Stay tuned for news on that in the next few months.

Let’s Keep This Conversation Going!

We’re going to be updating regularly to let you know about what we’re up to, and we’ll be looking for your thoughts and feedback via the forums. The Kickstarter is really just the beginning for a project like this.

Again, thankyou so much for getting involved. It feels miraculous that we’re able to do this.

Here’s to being hunted.

What Funding Means, And Where Stretch Goals Can Take Us

As you know, the basic result of our being funded is to expand our prototype into a full game.

You’ve already seen the results of our work in the videos and screenshots we’ve released so far. Right now we can generate islands, be hunted by robots, loot buildings, and engage in survival and stealth activities. Kickstarter money gives us time to expand and polish all those basic aspects of the game, and lets us put real time into the things that really matter in play, like how the “feel” of combat comes across, and how the thresholds of detection and activity make the stealth game play out. This are critical design problems that require serious focus. We can now get on with that.

We can also finish work on our cast of NPCs, developing both their general AI behaviours, and – most critically – the animations that bring them to life. Here’s the cast of horrors you’ve already unleashed.

The Hunters

These come in a number of tweedy flavours, but the net result is always that you are hunted across woodland and heath, with shotguns and worse. The hunter is the most common of the killer gentry, and they’re keen on murder and tea. They aren’t always friendly to each other, either. Different robot families have oil feuds that have been going on for years – expect to see them settling their differences while on the hunt.


The Hound

The hunter’s best friend. The razor-jawed beasts chase the player down, pin them down, and let the hunter’s rifle do its work. Learn to deal with these four-legged nasties with haste.

The Poacher

A trap-wielding, near-invisible interloper. Crudely armed with a blunderbuss and bear-traps, the poachers lie in wait, and will kill whatever wanders into their traps, whether it be robot or human…

The Squire

Middle-class mechanical, The Squire, isn’t interested in hunting. He’s not really interested in open hostility at all. You can walk up to a passive Squire without any danger. The huge beasts wander amiably around the villages, humming popular music hall tunes. That is until you try to loot a building. Then there might be trouble.

The Bog Creature

Briefly revealed at the end of our Kickstarter pitch video (admittedly in placeholder form) the bog creature is a mysterious tentacular contraption which lurks beneath the murky surface of the waters surrounding the archipelago. We ‘re going to love crafting that one. (Sorry.)

Oh, and, since a few of you asked about this, the game will, as standard, come in “Sir, You Are Being Hunted” and “Madam, You Are Being Hunted” modes. You will get to choose gender on game-start.

Stretch goals are additional features that we can promise if we hit higher levels of funding, now that the £40,000 goal has been reached. Here’s what we’re planning.

£45,000 – The Landowner UNLOCKED!

At this amount we’ll be expanding our NPC roster with “The Landowner.” This chap is an aberrant mechanical ultra-toff. He’s a leader among hunters, and the nightmare gaze of his glowing monocle means near-certain death, and at the very least lots of peril. With The Landowner in play, the player is truly in trouble – his tracking skills and his riflemanship are peerless. Fear him.

£50,000 – Hunting! UNLOCKED!

This stretch goal will allow us to include additional wildlife-slaying functionality. You will be able to hunt pheasants and rabbits and then cook them for sustenance. This will provide a complementary mode of survival for players aside from scavenging, as well as furnishing the world of Sir with more life. (And death.)

£55,000 – The Castle biome! UNLOCKED!

A completely new island type on which a ruined castle is procedurally generated across the entire island. This will provide the game with both a radically different terrain, and an atmospheric arena in which to be systematically hunted down and shot. (We’re really excited about this one – more proc-gen makes Tom happy.)

£60,000 – Hot Air Balloon Spotter Patrols

This will probably take a little bit of explaining. Basically, the robots will man a hot air balloon which will make passes over the islands. From there they’ll be able to direct hunters on the ground, and take pot-shots at you if and when they spot you. This adds some verticality to think about, especially as balloons are silent most of the time. Keep your eyes on the skies! These balloon patrols might be slow moving, but they will provide platforms for the hunters to spot you over a large area at any one time, and as such should provide serious jeopardy.

£70,000 – ???????????????? TO BE REVEALED

£80,000 – ???????????????? TO BE REVEALED

As for the multiplayer question, well, we are focused on delivering a single player game right now. We do have a plan for multiplayer, but it will take a lot more cash. Therefore we’ll place it very high on stretch-goal targets. That’s all we can say for now.

Love you!

A Big Post About Sir, You Are Being Hunted: Who We Are, Where The Project Is Right Now, And How Pleased We Are With Our Foliage-Based Stealth System


A hunter hunts his kin. (Click for big)

The past couple of weeks have seen us enter a new phase with the game. We’re following the sort-of-standard development cycle in that for us “alpha” means “playable, but not yet feature complete”, and that’s where we are now. That’s not to say that the game is entirely fleshed out, because it lacks a tonne of art assets to fill out multiple islands, and it needs lashings more work on fine tuning our combat and stealth systems.

However, we are now able to jump in and play, and that’s an enormously pleasing place to be. In the rest of this post I want to give you an overview of the project, and to talk to you a bit about our plans.
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I Can Almost Hear The (News)hounds: Sir News!


Two updates for you: One is this interview with Jim on Gaming Nexus, the other is this profile of Sir on the main Unity site, with quotes from Tom and Jim. Go take a look!

Meanwhile, Tom is back from his time in the wilderness of a house move, and now we’re motoring again. That means fixing the last of the major issues with terrain generation, putting the UI in, and pouring more time into the hunters themselves.

We’ve primarily been working towards the next video, and taking some screenshots as we go. We should have that for you soon. While Sir is not really a game about battle-action and explosions, we did rather like this one…


Click to embiggen.

That shot shows the player unloading both barrels into a gentleman patrol as they engage a rival hunt (visible in the distance).