Game Design, Programming and running a one-man games business…

Aesthetically pleasing weapons

I’ve been watching big battleships shoot each other. It’s what I do for a job. cool huh? The interesting bit is that despite doing a future-tech sci-fi war game, I find that the images and footage that is most appropriate is WW2. There is a darned good reason that so many good games are set in WW2, and this is it:

WW2 had the best looking weapons.

Now it’s true that napoleonic wars had some darned colorful outfits, but the guns took ages to load and mostly missed anyway. And fast forwarding to the modern day, we have all sorts of gizmos, mostly with American military ACRON-YMS, but the problem is they don’t lend themselves to gameplay. The overhead night vision gunship scene in Call of Duty 4 was very cool, but hardly challenging. Modern weapons, especially in fighter planes amount to a pilot or gunner just pressing a button saying ‘yup shoot that guy so far away I can’t even see him’. Computers are having all the fun in modern combat.

The whole range thing is a total nightmare. Being able to blow up an enemy base from 500 miles away may make strategic sense, but it really screws up your graphics engine if you want the player to see what the hell is going on. And the destructive capability of weapons also acts as a pain. Any sensible futuristic weapon deployed in space is likely to at least have nuclear-missile level explodiness, yet that will obliterate everything for miles. This is not good gameplay fun.

So I find myself, like so many game designers, looking at battles between ships in the pacific and atlantic from 1939-45 and taking inspiration from that. Firing broadsides at ships where you can look out the window and see them explode. It’s not just everyone copying the battles from Star Wars, it’s everyone coming to the same conclusion, which is that in terms of visual entertainment, if you move beyond the technology of WW2, it becomes difficult to feel ‘involved’ in the conflict.

So yup, I know that GSB’s battles make no sense. There is no sound in space, and no friction, and you can shoot for probably 2,000 miles without missing ever, and most spaceships would be best crewed by AI and robot anyway, but this would all make for a sucky game. We can invent all kind of pseudo scientific technobable to justify why we have to fly within 500 meters of the enemy spaceship to shove a torpedo up his exhaust port, and we will continue to do so. Because games are about having fun. Especially fun with spaceships going zap.

Variable squadron sizes

Here is the latest new feature heading for Gratuitous Space Battles:

Variable Squadron sizes, from 1 fighter up to 16.

In theory this means you could add 16 fighters and give each one different orders!, as 16 different units :D In practice I suspect it will be used to deploy smaller squadron sizes in cruiser and frigate escort duty, or to squeeze in a few extra ships when you need to use up the whole budget to beat the enemy. In terms of implementation, the squad size goes from 1 to 16 (the current default) and its accessed by right clicking the deployed ship, as a new option just for fighter squadrons. The costs and pilot requirements scale as you would expect.

This feature is in and working, I need to update the AI fleets in the singleplayer game to take advantage of this, and fight a few challenges myself to ensure it doesn’t unbalance the game badly, plus update the manual. Any suggestions or feedback on this feature is most welcome. It’s entirely optional, you can ignore it and just deploy squads of 16 fighters at a time as you do right now.

I made a list of 24 potential new features, and this one seemed relatively simple for a ncie gameplay boost in terms fo flexibility. I look forward to seeing how it is used after evrsion 1.24 is live. The other features are still in the list!

Future Possibilities in the world of Gratuitousness

Some ideas I’m thinking about:

1) Carriers. Basically ships would have a carrier module that would let them repair fighters. the fighters would get a new order to return to base after X damage, and after Y time docked underneath the parent cruiser, the fighter could launch totally repaired. Probably an expensive or heavy module. This needs new orders, module and of course lots of balancing.

2) Scenario-Limits. A mission can be defined where there are more complex restrictions on the fleet other than pilots and cost. A crew limit, or a limit on the number of missile modules or plasma turrets. Maybe a mission where there can only be one third of the budget spent on cruisers, etc…

3) Drones. A module launches not dumb missiles, but active drones that hunt down and shoot enemy fighters, or clamp onto enemy armor and drill through it slowly over time. They can be shot down by point defence weapons.

4) Increased area of effect rule. Missiles in-flight can be vaporised by the blast waves from exploding ships

5) Anti-Missile Missiles. Another form of anti-missile defence.

6) Shielded Missiles. (take multiple PD hits)

7) Gravity Bombs Ultra slow missiles which drift transparently through enemy shields.

8) Multi-source beam weapons (several beams converge on one point, allowing multiple hardpoints to join forces to fire a single more deadly beam).

9) Decoy transmitters. Allows a fighter to impersonate a cruiser or frigate for short periods to draw enemy fire.

I doubt any of this will make it into the games release. I suspect a lot of it will end up in the game eventually, either through expansion packs, modding or just extra free content. Thoughts?

Possible unlock changes

I’ve been considering a few changes to the way stuff is unlocked in GSB. Currently, winning a game with a small fleet earns you honor (based on the margin between your fleet cost and the budget) and you can spend that honor unlocking new ship modules.
In addition to that, you start the game with just one unlocked race (The federation), and you unlock an extra race when you beat every mission on normal, then another at hard, and another at expert.

There are many problems and potential solutions

Firstly, you have to play every single mission before you get to choose a new race, and I suspect people may be sick of the federation as a playable race by then.

Secondly, the survival missions don’t count towards this, which is hard to explain.

Thirdly, some really l33t players earn tons of honor easily, and have nothing to spend it on.

So I’ve been thinking about this a lot, and reading peoples views on it, and I’m still slightly on the fence about how to improve it. My gut instinct is that I should roll a whole bunch of other stuff into the current honor-unlock system. Right now, missions get unlocked by beating the previous mission, and when you unlock a race, you get all it’s ship hulls at once. I could easily make all this unlockable too, and could scale the current unlock prices to compensate for it.

That still gives me the eternal problem that some real hardcore players can unlock it easily, and there is a danger that casual players are stuck unable to unlock parts of the game that they have, after all, paid for.

Ideally, the game would find some cunning way to scale honor so that this doesn’t happen, effectively giving away some bonus honor to any players that get really stuck. OR, I could add some totally superflous crap that can be unlocked with excess honor by the hardcore (maybe slightly different ship hulls, with no gameplay implications, or something else visual, maybe an icon for their profile name on submitted challenges?)

Anyway, it’s not an easy decision.

Challenge Browser

I’ve decided to improve the challenge browser for the game before I release it. It looks a bit crap right now, and I’m currently thumbing through a bunch of server browser screenshots from other games to get inspiration.
So far my fave is this one: (overgrowth)
I wish I had a nice html style rendering UI that made this easy. Doing a whole game this size on your own is insane.