DESIGNER'S NOTES

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This section will be updated every 2-4 weeks until the release of Void War. If you are interested in knowing what to expect out of Void War, or are simply interested in the mad mind of a game designer, hopefully this will be a tiny bit educational or at least entertaining.


Part 4: Pick-Ups in Space

During the course of development, several people I showed the game to - veterans of more popular videogames like first-person shooters - started making suggestions about pick-up items in the game. Things you could run over in your ship that would give you more weapons or special abilities. "BAH!" I'd say. "Pick-ups in space! Go back to your first-person shooters, kids!  This is a space combat 'sim' with a taste of realistic Newtonian physics! Nobody’s going to take it seriously if it has pick-ups!”

After fuming over it for a few months, I realized they were right. Did I want Void War to be taken seriously or did I want it to be fun? It had to be fun. Fun eventually won out. With great reluctance, feeling that the hard-core space combat crowd was going to want to burn me in effigy for doing this, I added pick-ups to the game. Tentatively, so I could rip them out if they proved to be a nuisance to game-play.

Much to my surprise, they made the game! Pick-ups were that last remaining element to really put the need for 'flying' back into the space combat genre. The 'pseudo-Newtonian' physics model made grabbing these objects a little tricky in the heat of combat. If they were close to an obstacle, they were dangerous to grab, as you'd run the risk of scraping or smashing against the obstacle - not something you want to do, especially with an enemy ship shooting at you. Or, alternately, they could be placed out in the middle of space with nowhere to dodge for cover - meaning a player had to "make a break for it" to grab the item and then try and get back to safety (easy to do in the Nighthawk, not so much for the other ships). Players could see when you were breaking for an available pick-up in multiplayer, and thus predict your movement (a very dangerous state to be in). And you could do the ever-popular denial --- when a player is going for that critical power-restoration pick up, you can swoop in and nab it before him, or grab it after he's missed it (my favorite).

It just added a whole new dimension to the game - it rewards expert piloting skills, adds a bunch of new tactical options to the game, and just made it more "fun." So they are in. May the hard-core purists forgive me, but dang it makes for a fun game.

Well, this is it. I haven't updated as often as I'd have liked because frankly Void War development has been consuming pretty much all the time I have. And I've been answering some great interviews where they ask some great questions - but those take a long time. Void War is almost OUT THE DOOR... we're pretty much in the bug-fixing stage. We have a list of enhancements we want to add, but we're throwing those into the pot of potential enhancements post-release. We'd rather focus on what YOU, the customers, want in the game.

Jay Barnson
Rampant Games
September, 2004

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