Welcome to the glorious SPAZ2 thread. :p
LINKS:
http://minmax-games.com/SpacePiratesAndZombies/
Early Access TRAILER:
INFO:
Design and then improve the ultimate mothership. Explore a persistent living galaxy populated by 200 unique captains that can do everything you can do. Survive the zombie infection and then fight them back. Make allies and start your own faction. Build your empire. Also includes Sandbox Mode.
FYI: EARLY ACCESS GAME
What the developers have to say:
Why Early Access?
“We have been working on SPAZ 2 full time for over 3.5 years. The single player campaign and sandbox modes are highly functional and ready to play. SPAZ 2 is built on an emergent living galaxy with 200 persistent captains, and the two of us here at MinMax just cannot explore all the dark corners of a galaxy on our own. SPAZ 2 is ready and it is time to play.” [B]
Approximately how long will this game be in Early Access?[/B]
"We estimate between 6 and 12 months, but we won’t mark SPAZ 2 as released until we feel that it is a complete game that we can be proud of. We are excited to see what players think of SPAZ 2 and to hear their ideas for improvements.” [B]
How is the full version planned to differ from the Early Access version?[/B]
“Right now, the main cast voices are all synthesized. We expect to hire voice acting talent for most of the main cast for final, though if everyone loves the synthesized voices, this may change.
Throughout Early Access we will also be working on localization and will attempt to bring the game to Mac and Linux.
A vs. mode multiplayer. The ship to ship combat side of SPAZ 2 is just begging for multiplayer, and the preliminary work is done. We will spend time coming up with multiplayer modes with the community and a matchmaking solution. We will also likely have to rewrite the current multiplayer back end so expect this to take some time. Please do not purchase for multiplayer until multiplayer is ready.
Achievements and Trading Cards will come on line throughout Early Access.
Tuning, Tuning, Optimization, Tuning.
Stretch goals: VR and local coop. We have done a huge amount of multi layer gfx compositing that MAY make double camera rendering impossible now, but we will investigate solutions near the end of Early Access.”
What is the current state of the Early Access version?
“SPAZ 2 already has an ocean of depth and content. The combat mode and starmap mode are fully functional games in their own right, and all the systems are interacting with one another.
There are over 90 ship and station parts as well as over 30 weapons.
There are 200 persistent and unique AI captains.
The AI captains remember, make friends and enemies, join and leave factions and do just about everything the player can. The AI captains already have over 90 relations events that they can monitor on the starmap.
There is a full levelup perk system that is unlimited at the top end.
There is a lore system that bridges the gap between SPAZ 1 and SPAZ 2.
You can join a faction, build your own, or just remain a filthy neutral.” [B]
Will the game be priced differently during and after Early Access?[/B]
“The price may be increased on release from early access.” [B]
How are you planning on involving the Community in your development process?[/B]
“As with SPAZ 1, the community will be a vital part of the completion process for SPAZ 2. We at MinMax do not have a monopoly on good ideas and had a great experience upgrading SPAZ 1 with community ideas and support.
We have maintained and active forum presence over the last two years while SPAZ 2 has been on the coming soon list. As we have brought new features online, we have discussed them with the community and have gotten their input. Some suggestions have even already made it into the game. We have tried to be as open as possible with our ideas and progress and will continue to do so throughout Early Access and beyond.”
Visually Stunning Neon Eye Candy:
KEY FEATURES (A lot of stuff has changed from the first game!):
[ul]
[li]Two hundred persistent Captains that are able to do everything the player can, including forming dynamic factions, building structures, controlling territory, and going to War. [/li]> [li]A true living galaxy that is not player centric. It will develop differently each game through the interactions of the agents. [/li]> [li]Build your own faction from nothing. [/li]> [li]Randomly generated modular parts. Build the mothership that suits your play style, on the fly, in seconds. Every part has its own unique stats that contribute to the mothership. Every part has its own hull integrity and damage states. Every part is a real, working, ship component. [/li]> [li]Strategic ship building. The mass, location and shape of parts all matter. If a part blocks a turret, it will not fire. If a ship is too long, it will turn slowly. Too many engines will mean too little power for weapons. Every design choice counts. [/li]> [li]A fully physics based 3d environment where everything is destructible, takes damage from impacts, can be grabbed and even thrown at enemies with the tractor beam. [/li]> [li]Natural movement and controls. Movement is on a 2d plane and screen relative, much like an FPS. The combat feels like huge pirate ships battling on an ocean. Focus on tactical positioning and manage system power to unleash hell at the right moment. [/li]> [li]Epic ship to ship battles. Tear the enemy apart piece by piece over minutes, instead of seconds. [/li]> [/ul]