For those of you who don't know, I'm doing something with some friends called Vector Thrust, it's a nice little cell-shaded fan-made successor to the legacy Ace Combat games, which we felt were somewhat spoiled by the CoD-pandering of the newer games. The project was started somewhere back in 2011, I joined up in 2012 and now in 2014, we're nearing the release date. In 2013, we were lucky to have been picked up by a Publisher, Iceberg Interactive who gave us some money and even an office for the lead dev, apparently. We're starting to think about starting a marketing project for the game now, so I figured I'd chip in however much I could and spread it around the internet as best I can.
This game obviously is about aircraft- but you won't find the fiddly and complicated control schemes most people associate Flight Sims with- if you've played the old Ace Combat, HAWX or even Star Fox you'll find the controls easy and intuitive. That being said, if planes just aren't your cup of tea then it isn't really for you. VT has several selling points:
1. Complete, Unrestricted Moddability
By complete moddability, we mean full-scale, no-restrictions. VT comes packaged with a mission editor and hopefully even a future cutscene and campaign editor, for enterprising fans to make their own stories and missions, with a bit of research and learning. A small, but dedicated fanbase has already attached themselves to us from the Alpha release, and mostly revolve around making skins for the planes already in game, though an elite few have actually managed to port things like maps and even new units into the game. Modding on a more basic level is easy- we took very special care in coding everything into text files to reduce the workload on people who want to tweak the game.
2. Hundreds of Playable Units
Vector Thrust literally currently holds the world record for most amount of aircraft playable in any videogame, ever. We just reached 200 units yesterday. While it may seem excessive, Vector Thrust was designed from the ground-up for user-modification, so we decided to implement several variants of each plane family as it evolves through the decades to suit scenarios for every time setting, and our lead dev is specially proficient at finding those top-secret, black superplanes that nobody has ever heard of for implementation.
3. Arcade Action
Some people want to play hyperrealism- they want eight missiles on their plane, 3 seconds of cannon fire for their gun, and 5mm thick armor. They're not the audience we're pandering to. Vector Thrust is a love story to all the crazy, silly boss battles you found yourself in, all the magical armor that allowed you to tank several missile impacts, and all of that wonderful break from realism that we feel really is what makes a game a 'game'.
4. Dynamic AI
Vector Thrust was designed with the ethic that 'whatever the player can do, the AI can do too.' You play on equal footing here. I'm no coder, so the AI coding for VT always finds different ways to astound me whenever I get the latest build. The AI quickly figures out how to use new weapons and even exploit new gameplay mechanics without much direction from us, and actually caused a bit of trouble with some scripted events where the AI didn't want to do what we wanted it to do. In multiplayer or Skirmish matches bots are imbued with several 'personality traits' that affect their play style so to best emulate human players.
Vector Thrust is slated for release in 2014, this quarter, in fact on Steam. We're not expecting much- this market is niche to say the least, but if you're interested, have a look on our ModDB Page. We occasionally hold contests as well, so if you have some pretty designs for some ground or sea-based superweapons, wait around for the announcement (:
http://www.moddb.com/games/vector-thrust
We also have a Facebook page that is very badly managed.
https://www.facebook.com/VectorThrust
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