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Reverse the Verse ·
Published on this date.2018-09-14
· 4 Q&As

Star Citizen: Reverse the Verse LIVE - Prototyping Gameplay

A developer shows a self-initiated prototype of a research puzzle mechanic, where players pick four-number sequences, with higher tiers duplicating them into eight. They explain how it would link to exploration, artifacts, samples and the wider economy.

Transmission log

Full answers

How much freedom does Calix have in doing things like this? Is there normally a design brief meeting?

Jared HuckabyHost, Community

Nope, this is Calix running rogue. This is him exploring how he thinks a potential system should work as a concept, similar to how we do different concepts for different spaceships.

Calix ReneauSystems Designer

And this is also something that I'm doing for RTV. I would normally have something a bit fuller before showing it off.

Reverse the Verse·
Published on this date.14 Sep 2018
Development process

Do you come up with systems like this often?

Calix ReneauSystems Designer

All the time, and it takes a great deal of personal effort not to make them constantly. Fortunately, they're time consuming and my time is not usually free, so I end up just working on what I'm supposed to. I actually really love doing this. It's just a lot harder to do in front of everybody.

Reverse the Verse·
Published on this date.14 Sep 2018
Development process

Do you usually just jump into the engine and start bumping around, or do you actually write the stuff out first?

TL;DRCalix writes ideas out in a notebook first and tried the puzzle a few times, noting higher-tier versions could duplicate the sequences into something like three Mastermind games at once.

Calix ReneauSystems Designer

I'll write stuff out. I have the notebook that this came out of. It's just a bunch of random sketching of the idea that's illegible, completely incomprehensible. But I basically tried it out a couple of times.

Calix ReneauSystems Designer

So one of the ideas was to have, on top of being able to do this system of select four sequence types to figure out what the outcome is, that an additional level of complexity for higher tier puzzles would be that your four actually duplicate. So running a sequence of those four and then running the first two of the sequence, the last two of the sequence, and then those four, and I end up with eight numbers. So that's all very confusing until you start actually playing with it. And it makes it basically now you're playing three games of Mastermind. So if this ever ended up being too easy, fear not. It can get way crazier.

Reverse the Verse·
Published on this date.14 Sep 2018
Development process

Talk to us about the gameplay situation where this specific [research] mechanic would work.

TL;DRCalix dislikes niche gameplay with no consequences elsewhere, so the research mechanic would link to exploration through samples or artifacts in distant regions that could decay from damage or time limits.

Calix ReneauSystems Designer

So the idea is generally that I don't like when niche gameplay is constrained to being niche gameplay, if that makes any sense. I don't like it when the thing that you're doing has no consequence outside of the thing that you're doing. Trade and mining is really great because it alters the economy. It alters where value is for pirates and people who are protecting things and protecting you from pirates and also for the price of things in various areas. The way that those things build on each other makes it compelling to me. So having this able to link into having artifacts, or samples that could exist in distant regions of space, that leads to exploration gameplay. The fact that those things could decay based on if they take damage or maybe they are on a time limit, maybe they need to be cold or something and they just decay naturally.

Reverse the Verse·
Published on this date.14 Sep 2018