Last week, I talked about an “MMO Space Trader RPG”. That game now has a name: Void Agent. Honestly, when I came up with that, I couldn’t believe it wasn’t taken. It has a lot of character. But it also sets a tone for the game: something dark, shadowy, and mission-oriented.
The game will be heavy on trading commodities in a persistent multi-player universe, but there will also be a lot of other stuff to do: missions! Different kinds of missions for different factions, with different kinds of dangers and different skill requirements. Plenty of goals to work towards.
In the early game, you’ll just be trying to survive. But as you progress, you’ll probably develop a few good relationships. And those people will be able to give you missions that further their agendas, but also give you money and experience. You know how quests work, right?!
Plan Of Action:
A lot of the basic design work is done. The “galaxy” I mentioned last week is created and codified. There are 35 locations to visit: colonies, asteroids, and unexplored worlds. But there’s no way to visit them, because they’re just data files at the moment 😉
So this week I’m building the first prototype.
I want to treat it like 7DRL: pick a different system every day and get it implemented. Sunday I colorized the current planet art, and finalized some starter ships. Monday I built the framework for the game flow. Tuesday started off just trying to get the camera to align on planets properly for both mobile and PC screens… took longer than expected.
But the big task for today is to get the player’s ship on the screen, and start flying it around between planets. The rest of the week will involve buying and selling from planetary markets, and then upgrading your ship and skills.
I hope to get something playable by the end of the week. I know that’s a tall order, but I also know I can do it. I’m actively recruiting players to test out the online features once an alpha becomes available. If you like space trading games and RPGs, join up… become a Void Agent today!