The vision is:
"A high fidelity, hand crafted, open world, space sim from the perspective of an FPS experience inside of a working persistent universe".
For Squadron 42 the vision is:
"A high fidelity, hand crafted, story driven space sim which introduces you to the SC universe from the perspective of an FPS experience."
Just because the vision is bigger than you prefer doesn't mean that it isn't good.
The key is that it's all from the perspective of your character, not you ship. Your ships are your homes and your key tools to the universe. But you aren't your ships.
The measurements to keep development on track are all there. High fidelity, hand crafted, from an FPS experience. They set the standard with the Hornet. In other words, going forwards all game assets (ships, NPCs, environments or levels, asteroids, space stations) have to meet the level of fidelity, feel just as hand crafted, and work from an FPS perspective as much as the Hornet.
"A high fidelity, hand crafted, open world, space sim from the perspective of an FPS experience inside of a working persistent universe".
For Squadron 42 the vision is:
"A high fidelity, hand crafted, story driven space sim which introduces you to the SC universe from the perspective of an FPS experience."
Just because the vision is bigger than you prefer doesn't mean that it isn't good.
The key is that it's all from the perspective of your character, not you ship. Your ships are your homes and your key tools to the universe. But you aren't your ships.
The measurements to keep development on track are all there. High fidelity, hand crafted, from an FPS experience. They set the standard with the Hornet. In other words, going forwards all game assets (ships, NPCs, environments or levels, asteroids, space stations) have to meet the level of fidelity, feel just as hand crafted, and work from an FPS perspective as much as the Hornet.
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