Abilities

The focus of the last couple of weeks has been on improving campaign gameplay. In practical terms, this means giving the player some choices as they move from point A to point B, and making sure there can be a positive or a negative outcome depending on how well the player does. A simple case, useful for thought experiments, is one fleet trying to chase down another – what options does each of them have, and how do their choices interact?

Before answering that, it’s a good idea to take a step back and consider what kind of feel we’d like the campaign to have. Should it be more visceral, or more detached? The answer is going to drive the design of the gameplay mechanics. For example, if we want visceral-feeling gameplay, then giving the player more direct control of the fleet might be a good idea (e.g. WASD vs click-to-move), and we might also want to give the player less time to react.

Now, I happen to think that this isn’t the right way to go, and something more detached, slower, and tactical would work better. The player is going to be doing all sorts of things in the campaign that don’t involve dodging or chasing enemy fleets, and a visceral-type design could easily bleed over into those activities. We don’t want “interact with market” to be a nail-biting experience, or even something that’s a challenge to do – at least, I definitely don’t. Some of this comes down to personal preference; much of any design does – but now that it’s settled on, let’s take a look at how we’re going to go about it.

abilities
Read the rest of this entry »

Forum Blog Media FAQ Features Digg it! Del.icio.us! Share this on Facebook Reddit Stumbleupon it! Technorati Tweet it! Download Starsector for Linux Download Starsector for Mac Download Starsector for Windows Preorder