FSNA Developer Diary 2

by Andrew Greenberg

Holistic Design Inc. first released the Fading Suns universe in the role playing game of the same name (Check out Ulisses Spiele’s plans for the tabletop game). Emperor of the Fading Suns was our first computer game set in the universe. A few years later we began work on the Noble Armada computer game, to be published by Panasonic Interactive Media.

Designed as a mix of RPG and strategy game, Noble Armada had a single-player storyline designed for at least 40 hours of game time. Players would build a massive fleet, enjoy a multiplayer mode, undertake quests, sell and trade as part of a robust economy, and much more.

Start screen for original Noble Armada computer game

Unfortunately, Panasonic Interactive proved a short-lived venture, as was the next publisher to whom we took the game. We shelved the computer game and instead released the Noble Armada miniatures game.

Fast forward more than a decade, when I met Chris Carson as he developed Vincere Totus Astrum. While we had no publisher to fund development on a new Noble Armada game, he was helping improve the Fusion engine. We discussed a much less ambitious project, one that focused on recreating the miniatures game.

For this we focused on the movement and combat engines rather than an epic campaign. Rather than 40+ hours of game play, we envisioned five-minute play experiences that could occur on PC or mobile devices.

We still wanted story and fleet building, but not nearly on the scale of the other game. Now FSNA follows a quick story arc, with some fun ways to modify a ship, and a focus on quick thinking and good tactics.

I have always been delighted by the Venn diagram that is the Fading Suns community. Some prefer roleplaying, some strategy games, some live action, some the fiction, but there is a wonderful overlap between them. Do multiple aspects of the Fading Suns universe appeal to you?

Andrew’s Noble Armada Developer Diary

Live FSNA Playtest

It’s always scary to debut your game to new eyes. We want the feedback and criticism, yet are afraid of it at the same time. What if there really is a bug?

Time to turn on the anti-negativity shields, don the rose-colored spectacles, and rush into the fray … or at least turn the game over to testers. On Nov. 14, the Georgia Game Developers Association hosted a playtest of games made by its members. Attendees got to try out Brush Up, Elemensional Rift, Super Seducer … and Fading Suns: Noble Armada.

You can check out our demo of the game here: https://youtu.be/hVxR6eRvYb4

We got some great feedback. While we feel our UI is intuitive, we know it is not the industry standard. In most RTS games, you select a unit, select a space on the board, and your unit moves there. Select an enemy unit, and yours attacks it.

In FSNA, however, our movement system precludes this. The delicate dance of thrust and counter thrust is integral to the miniatures game, and we have recreated it here. That means players have to carefully control their facing and momentum. Simply selecting and moving would be easier, but lose what we feel is fun about the game.

Every player first tried the traditional RTS movement/attack interface. Testing showed us that we need a good tutorial to explain how it works in FSNA, but also that players liked ours once they understood it. Now we need to determine if that learning curve is too steep …

Bill’s Fading Suns Designer Diary

Good news for Fading Suns fans: Bill Bridges has the first in a monthly series of design diaries about the new edition of Fading Suns now up at the Ulisses NA site. Check it out: http://www.ulisses-us.com/fading-suns-designer-diary-november-2017/

There’s also a link there letting you download a free PDF of the latest Town Criers Guild report, with news, gossip, and agora notices from across the Known Worlds in the year 5017. Don’t be left behind — go now!

 

Livestreaming Your Way to a Better Game

Andrew’s article about livestreaming games during development is now live on Gamasutra!

Here’s an excerpt:

For years we developers had it drummed into our heads to never allow public scrutiny of a game until it was ready for prime time. The (warranted) fear is that negative previews can haunt a game long after it launches, no matter how good it becomes.

Livestreaming has a similar dictum – if you want to build an audience, play the best games, not buggy piles of cow flop. Most game livestreamers are fans of the products we develop. They want to livestream because they enjoy playing these games and want to share the fun with their friends. Why would anyone want to livestream an unfinished game, much less one that might be horribly broken?

We should want this thankless role. By we, I mean the ones making the game – the developers and testers who have to hunt down all those wonderful bugs about which people like to make snarky YouTube videos. After fans began livestreaming their games, developers followed suit, finding this an excellent way to build a community and spread the word. We also began finding other advantages to livestreaming.

One of the newest, and still least recognized, plusses to livestreaming is the role it can have in quality assurance. For those of you who don’t know, quality assurance is the fancy term for hunting down and squashing software bugs. Most developers and playtesters work in quiet environments, focusing on gameplay, creating hypotheses of what should and shouldn’t work, testing these hypotheses, and screaming in frustration when the game refuses to cooperate. Okay, we only rarely scream then. More often, we scramble to pick up pad and pen, jot down some notes, and begin detailing the bugs in our spiffy bug database.

Wait — there’s more! Read the full article.