The developers say the extra crowdfunding money means more game content and less need for outside investors, and they describe letters of marque and privateers. They also cover projectile range limits, an upcoming website redesign, Vanduul reveals, and a technical artist's background.
Well, dude, no, we're buying margaritas. I mean, we're all partying. Just nothing but pizzas and beer coming over. Of course there's going to be new stuff. Come on, man. More money means more game. We'll put more, bigger, more stuff we do. The more we get, the more you guys get at the end product. But it also means that we have to raise less from investors. So we get to keep more control of the product and more control of the game, which is very, very good too, because we all know what it's like when you lose a little control of the product. You end up with can't-offend-anyone style games. And we want to be an edgy game. That's what we all deserve.
Yeah, of course it's possible. Privateers are usually something a government creates in response to a particular crisis. And in our living universe, you can bet that the UEE will be facing a variety of upheavals in the future. And as well as ones like, hey man, you want to create a letter of marque for a bounty hunter on somebody else? Why not? So yes.
Well, I got to tell you this. You're going to be learning a lot about the Vanduul very, very soon. So watch the comm-links. A lot of stuff coming up about them. We'll be introducing and releasing stuff about the races as we go. So pay attention, folks. It's coming soon.
TL;DRProjectiles will probably be handled like in other games, but ones that miss will disappear after a short distance because tracking them forever would burden the engine.
To answer your question, it's probably going to be handled a lot like it is in other games, where I know the projectiles and stuff go on forever and ever in the universe until they hit something. However, the engine has to calculate and keep track of all that stuff. So could you imagine a battle of 100 ships with all projectile weapons and they all miss their target? Or you shoot 1,000 rounds, so now you've got 100 people shooting 1,000 rounds. It just gets to be a mess and it chugs the engine. So if it misses and it goes off a little ways, it's just going to disappear, just like regular stuff. Maybe the energy weapons fade away. That's just the way it is. It may not be accurate in the real world or in the universe, but it is how it is in the constraints we have to do in the game engine.
An update on the ships document. We're working on the Galactapedia, and the idea here is that we're going to be updating the website. And when the website's updated, a lot of that stuff will come to you. We'll have more next week with our guest, Zane Bien. He's going to kind of explain where we're at with the website. We're doing a total redesign. So when that happens, we'll get more to you. As far as me wearing pants, of course not. Pants? Yeah, I'm wearing pants.
Well, I originally started as a 3D modeler on the project, and then it basically led into everything else. So you've got your particles and your shaders and optimizing and working on extremely complicated models.
Through Mark Day. He was my old producer on the last project I worked on. And our company got shut down. And then Mark called me up and said Chris Roberts was working on a new project, would you like to join kind of the pre-team? And I said, absolutely.
Well, actually, not that long. My background is in architecture. And then that led into working on game engines. So I've only been working in games for about six, seven years.
TL;DRForrest Stephan wants great PvP dogfighting in memorable environments, such as asteroid interiors and nebulas where players can hide, and Davis wants a sandbox where players choose their gameplay.
I want to see amazing PvP dogfighting. Because I'm a huge Star Wars, Battlestar Galactica geek, so I've always wanted to be able to do that. And not just the networking aspect, but I want to see environments that make it fun to do. Like, I was working on a prototype for an asteroid where it has a full interior. I like the episode two of Star Wars where Boba Fett and Obi-Wan Kenobi, he chases them through there. So I wanted to create these environments and nebulas that you could get lost in and you're like, oh wait, where'd it go?
Did you ever play Descent? There was some really cool gameplay in that. If there's some sort of way we get into asteroids, inside of that, and we fight.
Exactly. Then all of a sudden you come out and then they're waiting for you. And they're big enough where you could almost turn your lights off and kind of hide in there if you are in trouble and try to sneak out.
Well, I think we'll all be playing it. And as we grow, the universe is going to be there. For 5, 10, 15, whatever it takes, we're going to keep adding to it, right?
It's fun because I think, and most people that work here, we're all making a game that we want to play. So everyone puts a little more extra into it, just because we want to see it get done so we can play it. It's kind of nice not to have a publisher over your shoulder telling you that you can't do this because you might offend person X in some other country. The freedom that you have. You get to make what you want to make, as opposed to what somebody thinks will make you a bunch of money, which is great.
I agree, because usually the people that are telling you what should be or shouldn't be in the game are really not even gamers. They're just worried about the image.