What are some of the things that you are using as a reference [for the repair system], so everyone out there has some idea of what to expect?
TL;DRRepair is being designed around many small, simple actions that make diagnosing problems dynamic, drawing on Car Mechanic Simulator 2014, Trauma Center and Penumbra, with a prototype that they hope to release pretty soon.
Well, in terms of the actual gameplay loop, there's actually some pretty good ground tread already, and we have a few military folk to sort of bring it back into reality, but the loops that I'm looking at are more built around having really small discrete actions but having a wide variety of them so that any given problem is going to be very dynamic and have a lot to react to. And so it's not going to be a big deal to accomplish repair so much as to figure out what needs repair, how to do it. So I'm sort of taking cues from Car Mechanic Simulator 2014, which came out at the perfect time for me to get inspired by that, Trauma Center. Again, really simple mechanics, really simple interactions, but the layers of them is what really drives having a dynamic experience. And I've also been taking cues from Penumbra, actually, to have the direct interaction with the world and with the objects that you're plugging back into your war-torn vessel. So that's how repair is going, and I've actually got a pretty cool prototype of that that we've got going and hopefully we can sneak that one out sometime pretty soon.