Showing posts with label inside interplanetary. Show all posts
Showing posts with label inside interplanetary. Show all posts

August 2, 2017

Interplanetary: Enhanced Edition is Out Now!



 Surprise! The shiny new Interplanetary: Enhanced Edition is available on Steam right now!

What’s New

As we have announced earlier this summer, this is a massive update for Interplanetary. So massive, that, in fact, it is its own game. Essentially, this new version is a re-build of the entire game for the sake of making it more stable, as well as better sounding and looking. It’s still the same old Interplanetary deep down, but better.

As we are taking Interplanetary to the new level, we are also expanding the geography of our community. In this version we are introducing localization into German language. More languages coming soon!

The update also includes a bunch of new features, some of which had been much requested in the last couple of years, like Online AI Bots, Reconnect and new weapons. Find the full changelog in our dedicated Steam forum thread.


How To Get the Enhanced Edition

So, how do you get a hold of a copy? If you already own the original Interplanetary, then it’s all good. The Enhanced Edition should be waiting for you in your Steam library now. Find it and get to installing.

If you don’t own a copy of the original game, you can purchase the Enhanced Edition through its separate Steam page. The initial version of the game is also included in the new version and should appear in your library automatically if you purchase the Enhanced Edition.

What Happens to the Original

The original Interplanetary will no longer be on sale as a separate package. However, for the time being, the store page and the community hub will remain open.

The Future

Though the Enhanced Edition is, in a way, completing Interplanetary, it is not absolutely final as is. Rebuilding a game from scratch hasn’t been smooth sailing, as expected. While we’ve bulldozed over most old bugs, completely new issues have periodically risen. As a matter of fact, we’re already hammering away at some upcoming fixes and we’re prepared to keep working at it for as long as we can. Please bear with us through the initial roughness.

For future patching, it’s essential that you give us feedback on your game experience. As usual, the community forum is the ideal place for that. The Enhanced Edition does have its own forum already, so join the new discussions and be excellent to each other!

Also, you can reach us on Twitter and Facebook.

Our very next feature update will see the light in just a few days and it will include localizations into several more languages: French, Spanish, Russian and Simplified Chinese.

Happy blasting!
 

December 18, 2015

Inside Interplanetary: The Remains of the Year


Ho ho ho! The jolliest holiday greetings from Team Jolly Roger! Hope you've been well, our dear Interplanetarists, and everyone else interested in our misadventures in game development!

It's been a while since we've been actively putting out status updates, blog posts and such. But now, right before we set out for a quick Christmas holiday, would be the perfect time to quickly go through what's going on over here and write about our general thoughts on the passing year.

Interplanetary Musings and Thoughts for the Future

And so it began.

May 12th 2015, we released our first big PC game, Interplanetary, on Steam after a year of open development on Early Access. It was a roller-coaster of fun and horror, as these things tend to be! In the end, everything went much better than expected, a lot of which is thanks to the enthusiastic and warm reception of the game. You guys are the best!

That said, not all the features we planned made it to Interplanetary. As most developers nowadays, we didn't simply throw the game out there and were done with it, but had great plans of supporting Interplanetary by fixing things, adding things, balancing things... Maybe even a bit too great, it turned out.

Some bumps on road to release caused a lot of trouble with our subsequent support of the game. Shortly, we discovered some difficult online networking problems affecting some of the players around the launch time. You can read more about it in our July status update. We had to push back the bigger, funner features on the list and concentrate fully on critical fixes. We even put on hold some of our regular events, such as Whack-a-Dev's, until it was certain that no player would lose progress over a networking hitch. But, as it turned out, fixing the networking problem would require diving deep into the roots of the game, re-writing the code extensively; and the schedule was tight.

With all the patches and trouble, we blew through the time we wished to spend on more interesting things. Eventually, most of the team needed to move on to different work-for-hire-projects, thus, having to leave Interplanetary support to the background, which was quite disappointing for all of us.

Now, although we're heavily occupied by other work and can't give you any sort of sensible timeline yet, we are looking forward to continuing to support Interplanetary once we are able. We do eavesdrop on the community all the time and are very grateful to the players, who are still sending us excellent feedback!

tl;dr
Things didn't always go as planned and we ran out of time. Now we're really busy with other work. We want to update Interplanetary, but don't know when it's possible. Hopefully soon!


Of course, it wasn't all pain and disappointment. After all, Interplanetary was our first significant project and, as tough as it was at times, it let us learn a great deal of things. Not to mention the confidence we found in the friendly reactions from the critics (even got to appear in printed press!) and eager participation of the community - great morale booster!

Interplanetary in print. Next to Farming Simulator 15, no less!


Speaking of morale boosters, even though enthusiastic players are the best prize any game developer could ever ask for, getting an actual award also feels pretty great. And that's how it felt to win Nordic Game Indie Sensation Award last May in Malmö, Sweden! Unexpected and absolutely overwhelming, such recognition from peers, only days after the release gave us the strength to go on and the public attention to get Interplanetary noticed by new audiences.

The conference was fun and we got a hefty souvenir to take home, too.

Aside from the Nordic Game Conference, we got to tour inside Finland and all across Europe, showing off Interplanetary and meeting some of you guys! Among the events we got to attend in 2015 are:  Paris Game Connection, Slush in Helsinki and Unite Europe in Amsterdam. Pretty out there, huh?

 To round up:

Patches released: 6
Events attended: 11
Coffee packs consumed: Countless.


Yeah, quite a busy year! It's been mostly behind the scenes, out of the public eye, working on secret projects and such. Makes for a kind of a boring retrospective when we can't talk much about the things we're been working on, but we hope we've been nicely transparent and answered some questions.

Thank You For Your Patience!

And now it's time for us to take a little Christmas break. We'll be back in business early next year. Enjoy your respective holidays, everyone! Take it easy, play lots of games and we'll see you again soon!

May the Blast be with you!

September 30, 2015

Inside Interplanetary: Behind the Sound



My name’s Jack Powell and I am the sound designer for Interplanetary. My role was to create all the sound effects that you hear in-game. In this brief write up I will be dissecting a few sound effects from the game, specifically the main menu ambience and the building sounds for the nuclear plant and water mine. So grab your scalpel and let’s begin.


Main Menu Ambience

The main menu ambient loop sits discreetly in the background and lets the theme music take the forefront.

The loop has 2 layers. The first layer is a processed version of a recording NASA's Voyager made of interstellar plasma sounds! Science! (NASA has made a bunch of fascinating copyright free audio recordings available on their Soundcloud for people to listen and download, I highly recommend you check them out.)



I pitched the sound down and set up a prefade send to a dark chamber reverb to add depth. It felt a bit static so to add some dynamics I automated the reverb send level so it builds and fades away in places.



The second layer is a low rumble sound I made for the planets, which is a recording of my old bathroom extractor fan pitched down and filtered.




Nuclear Plant

When you place a building it should sound gratifying and have characteristics similar to the building type. For the nuclear power build sound I used layers of sounds associated with energy and concrete/brick construction.

It is made up of 4 layers. A recording I made of a refrigerator humming, the startup sound of a hard drive and some wood and brick impacts.



I processed the sounds using pitch shifting, reverbs, EQ and some light compression. The brick and wood impacts were pitched down to add more punch and represent the initial construction of the building. The fridge hum and HDD startup sounds quickly fade in after as if the power plant is powering up and becoming operational.


And all mixed together




Water Mine

As with the power plant, and a lot of the other building sounds, I used elements that would fit the building type. So, no surprises I used the sound of water, a heavy river flowing to be precise. I also added in a snippet of a construction site ambience where a worker is hammering. The final layer is a sound I made using Sonic Charge’s Synplant. I don’t remember how I got the end result but it sounds similar to a big turbine pulsating or spinning. Well in my head it does.



For these sounds I only used high pass filters on the construction and water sounds and boosted the mids of the synthetic layer.

I synced up the pulses with the hammer hits which gave it a mechanical feel, as if a big turbine was being powered.


That wraps it up. Thanks for reading and I hope that you found this interesting. If you have any questions shoot me an email and I’ll be happy to answer them.

 jack@audiojacked.co.uk / http://audiojacked.co.uk/ 

February 26, 2014

Inside Interplanetary: Releasing a Public Alpha


Netcode! What have you done to my planet!?
Good evening, friends! Game Design Sasu, here! We're gearing up for a new alpha update, at the moment. It's looking quite nice, but there are still many interesting bugs to weed out. In addition to that, there seem to be multiple kinds of flu hanging around the TJR ecosystem. We're falling one by one!

In the meantime, I thought I could write something helpful for fellow indie devs. I already talked about this before on our IndieDB forums, but it was deemed useful enough to dedicate a blog post to it.

Today I'm going to talk about our experiences with giving out test versions of Interplanetary.

Preparation

There really is no substitute for a proper user testing. Everyone will eventually grow blind to the problems with their game, so fresh people are needed to give some perspective. We had had a couple of small testing sessions with our friends and relatives, but we needed more and variable data. Reaching out to gamers of the Internet was the answer.

Before sending out your alpha to the masses, consider why you want to do that. Do you need testers, publicity or just people to play your game with you? Our main priority was to get useful feedback, so we took that into account when building the testable version.

We had to make sure to give the testers the features we wanted them to test. The targeting system especially was something we wanted to get a lot of feedback on. This also meant that some of the more irrelevant features would need to be polished not to drag too much attention to them, or simply left out altogether. We didn't want people to just comment: "the planet graphics suck" and leave. When giving feedback, it's easy to grab into the most obvious thing and ignore the others.

Seriously, try to iron out the distractions.
To gather the feedback, we created a survey with SurveyMonkey and put a link to it in-game. Looking back on it, we should've also given the link to each tester when contacting them for the first time - surprisingly many missed the in-game survey link and later asked how to provide feedback.

When creating a survey, it's important to think of the right questions to ask; most people won't bother writing out their life stories. You need to make the survey very easy and to the point. Try to add some very specific questions to steer the testers to concentrate on things you need comments on. The current version of our survey works well enough. People have a chance to comment on many different things, but they aren't forced to fill out every space to submit.

This system worked well until we reached over 100 answers. The free version won't show more than that, so we needed to pay a fee to access the rest.

Distribution

How to actually go about distributing the alpha version to the testers depends on many things. Interplanetary's first alpha version was a very incomplete game, filled with all kinds of issues. To say that we were hesitant putting it out there would be putting it mildly. Ease of access is the key of getting people to test a game which doesn't have an established reputation, but we still decided against simply sharing download links or using the Unity Web Player (doesn't really work out in Interplanetary's case anyway.)

This is when the idea of alpha keys came along. We would announce the alpha testing and ask hopeful testers to contact us to receive a code they can use at our website for a download link. This way there was less room for misconceptions, as we could explain to each individual tester the situation with the game. No one would just stumble across it, thinking it was the final product. We could also draw out the more serious testers; even if the process of obtaining the code is rather painless it's still a step that gets us into contact with the people most interested in the game.

For convenience, we mostly used our Twitter and Facebook to share the codes. We could then use these networks to easily communicate with the testers afterwards.

We also made code cards for live events. Spent some fun nights sticking codes on them.
The whole "system" worked manually: a person would contact us, ask for a code and we would give it to them along with instructions. An automatic system of some kind might have saved a lot of time, but I personally prefer direct contact, so it's easier to answer to questions and such. There was a period when I really wished we had a robot for this, though: the day we were noticed by RockPaperShotgun was absolutely insane! I had to spend days answering all the code requests we were getting.

Once Interplanetary landed to Steam Greenlight, we changed the system a little bit. Partially for the convenience for the users and partially for my sanity, we decided to build a special Greenlight Alpha with a direct link to it on the page. This version was less experimental than the earlier ones and the aim was to make it also work as a sort of a very early demo; a tight package with the main features polished well enough. Being in Greenlight, people would also more easily understand that it's an incomplete version. A playable version, along with screenshots, videos and description, worked well to give people a full idea on what the game was to be and also show that Interplanetary is not a mere concept. Never underestimate the power of screenshots and videos, though: no one would have bothered to download the alpha, even if it's completely free, if we hadn't given them a peek to get them interested first.

A certain website even took the Greenlight Alpha without asking and ported it for Wondows.
As of today, the PC version has been downloaded from the Greenlight page 3,513 times and the Mac version 225 times. We received 34,251 "Yes"-votes during the campaign, so not nearly everyone found their way to the download link, which is probably partially because we couldn't place the link in the main description by the way Greenlight works. We had to make a separate news announcement on the page, but they are not particularly eye catching. We should've pointed this out in the main description.

For the Greenlight Alpha, we opted to use Mediafire to host the game files. Considering the popularity of Interplanetary's Greenlight campaign, this was a good decision: having to pay about 20 cents a download on our server, would've cost us a lot. The only drawback here was that the URL pointed to Mediafire, which isn't quite as "cool" as hosting the files on your very own space. We paid for the service, however, so the link was direct and there was minimum hassle for the players.

External file hosting sometimes makes you evil.
We were and are still giving out alpha codes to people, since the Greenlight Alpha was the only version distributed by a direct link. The latter updates would require a code. This seemed to work quite well and caused relatively little confusion.

Conclusion

I can really recommend using an alpha code system for everyone. We've received tons of good comments and followers because of it. Semi-regularly updating the alpha version also gives you nice mile stones for development. It can sometimes be quite a chore to handle the code requests, but typically the flow is steady enough to manage. We still get a couple of  inquiries every day, but whenever there's media coverage or something else, the amount skyrockets.

Starting to run out of codes real soon, actually, so give us a holler and we'll get you yours! There's at least one more alpha update on the horizon, so expect that!

December 9, 2013

Inside Interplanetary: How to Greenlight?


As you may have noticed, Interplanetary is now on Steam Greenlight! It's doing pretty well too: as of this writing, we have 7,375 "Yes"-votes. Our goal of 10,000 is getting ever closer!

Today I thought I might give a little runthrough of our Greenlight process, so any other hopefuls may benefit from it. So, let's get started with...

Interplanetary's Greenlight Process

We unveiled our Greenlight page on December 2nd, but we've been building the page for a long time before that. The first thing we needed to do, was to pay Valve $100 to get access to the page. This payment mostly exists to stop trolls from sending in garbage. After we gained access, we needed a couple of things:

  • An icon
  • A video
  • At least 4 screenshots
  • A description

Mostly quite straightforward. Our artist whipped up a beautiful animated gif as an icon for the game. This icon shows up when people search for games on Greenlight, so it needs to be eye-catching. We ended up animating a planet under attack with the game's logo on top. It communicates the idea of the game pretty well and is flashy enough to get people interested.

The trickiest part was the video. We decided to produce a new trailer and a simple gameplay video to accompany it. The trailer is the first thing that plays when people open the Greenlight page, so it needs to be attention grabbing, interesting and explain the game fairly well. Our earlier trailer was very fast paced and full of information, but this time we decided to slow the pace down a little bit, so that a new viewer might have easier time digesting it. A slower pace also gives a more realistic image of the actual game.

The trailer tells a little story using gameplay footage. A couple of turns of gameplay, two planets warring with different strategies, "filmed" cinematically. Combined with fitting music, it seems to be a success; people seemingly get the idea right away.

We also wanted to make an in depth gameplay video for those who want more details. We simply filmed a match between team members and narrated it, explaining game mechanics and strategies. The video ended up being over 50 minutes long, but it was never meant to be watched all the way through, necessarily. Curious people may skip through the video to get a feel for the game. Some have been interested enough to actually watch the whole match.

We also wanted to actually give people something to play, so we released a version of Interplanetary alpha on our Greenlight page. No codes needed this time. This added a lot of value to the page, since people can immediately get their hands on the game and discuss its features and arrange online matches right there on the discussion page.

Publish!

When all the content was collected for the page, we published it. We had heard that there would be an approval process afterwards, and it would take some time before the page would go public - wrong! It was up immediately! Now we had to hurry to get the word out and to handle the initial flow of people. Comments started dropping in, and luckily, they were all pretty positive!



At this point, we got access to some very interesting statistics on the page. All the important stats were available: the amount of visitors, favorites, followers, votes. In addition to that, we could compare our process with the average stats of successful Greenlight projects. A very useful meter is a percentual value that shows how far are we from the top 100. At the moment, we've gone 90% of the way! We could also determine that approved games need about 10,000 votes. Unexpectedly, we're already quite close!

The mere existence of a Greenlight-page does draw a nice amount of visitors, but we wouldn't have been as successful if we hadn't had any kind of community around the game already. After the first week, Interplanetary has disappeared from the first page of Steam Greenlight. The flow of people will obviously slow down a little bit, but luckily we've managed to get some gaming press interested. Now we'll just concentrate on working on the game and spreading awareness. It's not over yet!

Big thanks to everyone who has voted for Interplanetary! If you have any questions about the details of the Greenlight process, ask away! We'd be happy to answer!

Check out our Greenlight-page here!

September 16, 2013

Inside Interplanetary: Targeting Problems

One of these must hit!
Hello. I'm Sasu and I like to write blogs.

Everyone's been very busy lately. We're working hard to get everything essential working without a hitch, but hitches keep coming along. Well, that's the reality of game development and there's not much you can do about that. Except maybe try to design things in a more detailed way.

So, today, let's try something a bit different. Instead of me just telling you about a game mechanic, I'll explain some problems we've come across in testing and some solutions we've formed up.

Let's discuss...

The Difficulty of Hitting Your Enemy

Well, I guess one did.
While testing Interplanetary, we've repeatedly come across a tiny problem with the Targeting System: it's darn difficult to hit your opponent! There are many things that play a part in this.

The planetary system is alive. Once you've set the trajectory and fired your cannon, time unfreezes and the planets start orbiting. It can be very difficult to foresee the movements of this slightly chaotic system. The biggest problem here is that the planets have a large influence on their surroundings, thanks to their...

Strong gravitational fields. Now, this is something that's almost impossible to predict for a mere human. Sure, you can account for a planet moving in front of your firing line, but can you calculate how exactly it affects your firing trajectory with its gravitational pull? We can't.

The planets are quite tiny. Small things are more difficult to hit than big things. Who knew?

When shooting a single railgun slug at your enemy planet, the odds of hitting it are very small, even if it happens to be right next to you. Building 15 railguns and firing them all makes it a bit easier, but managing to maintain such an artillery would be very difficult and time consuming in the final game, not to mention the bother of targeting each and every one of them every time. Something needs to change, but what?

We Have Some Ideas

A planetary prediction system would make it much easier see the future positions of planets. We have plans for a system that shows the player the "shadows" of the planets' upcoming positions, depending on the current trajectory drawn. The future trajectory of the railgun slug, affected by the position of the planets, would also be shown as a shadow.

Looks a bit complicated on paper.

The obvious problem with this solution would be that it takes away the element of predicting planet positions and may make the game way too easy to play. Of course, there would be extensive balancing done to accommodate for this feature.

Lowering the effect of gravitation would be an easier way to tackle the problem, but doing so would also make the game less interesting. In the earlier builds, you only really needed to worry about the gravity of the sun. Other planets' pull was much weaker, so it was possible to actually pull off very accurate attacks. This did take away some of the fun, since crazy, unexpected trajectories didn't happen.

We could just make the planets bigger. This might be the easiest solution and the least problematic for now. The biggest foreseeable problem with it is the change to the visual style. We're trying to keep a "realistic" feel to the game and to sort of keep it grounded. Bigger planets might give the planetary system a caricatured feel. Or, maybe we should give the planetary system more of a "war room"-feel. It doesn't look particularly realistic as it is, so maybe adding more elements to make it look more like a tactical representation of the real thing, would be a good idea.

Now, we simply pick one idea, implement it and test. Or maybe we should use them all? Or something completely different? What do you think?

September 2, 2013

Inside Interplanetary: Random Events

Quite chaotic, but not completely random.
Sasu, here! I design games! Mainly Interplanetary at the moment, though.

Interesting times are ahead for our team: we are about to move into new premises. This, of course, affects our pace a little bit, but it can't be helped. Also, many new expenditures are introduced with the change, but we'll manage somehow. We might chronicle our experiences here some other time, just as a curiosity.

But today, something completely different:

Random Events

There are many things to manage when your planet is being bombed by an extraplanetary threat. It can get overwhelming, especially considering all the other things related to keeping up a planetary civilization. We call these other things Random Events.

At the end of the turn, your Event Log shows all the notable things that took place in the Action Phase between turns. Messages like: "Power Plant No.3 was heavily damaged" and "New Intelligence Acquired" are quite common and self-explanatory, but sometimes, something unexpected creeps in. Whoops, a meteoroid is heading straight towards a city and the Nuclear Power Plant No. 3 had a reactor explosion.

Despite their name, Random Events aren't truly random. The odds of them occurring often have a lot to do with player actions; they are just risks that you have to take. For example, building many Nuclear Power Plants naturally increases the odds of accidents happening and developing a sentient AI will have dangers of its own. Of course, some things, such as natural disasters, tend to happen whenever they feel like it, but they are usually reported on in advance. You can always at least alleviate the damage and a Random Event is almost never truly devastating, unless you really mess up your reaction to it.

A good old forcefield can handle pesky celestial bodies raining on you.
Random Events aren't always bad. Your scientists might make unexpected discoveries or your mines could strike into a particularly plentiful vein of Material. Bad events for your enemy are also good for you. Even seemingly negative things you might be able to turn into profit by reacting appropriately.

It's the reaction to these incidents that count. If, for example, something threatens one of your cities, you should spare some resources to build some defenses around it. Sometimes, you may even get a clear choice of action in the event report itself:
Workers of Mine No. 7 have gone on strike.
A) Start negotiations
B) Arrest the workers
C) Terminate the workers
Two of these options are extremely bad for Morale. Can you guess which ones?

That's the gist of it. At a first glance, this system may feel a little unfair, but rest assured, there is a balance to everything. You win some, you lose some and it's the same for your opponent. It's just another layer of complexity that gives you things to do, even during the quieter times. See you next time!

August 30, 2013

Inside Interplanetary: Cities, the Lifeblood of Planets

Looks like a utopia, but they're just resources of the war, really. 
Hi, My name is Sasu and I'm a game designer. Let's discuss some Interplanetary. 

Testing, testing, testing, not much interesting tidbits to tell about. The soundtrack is proceeding nicely and we have some awesome tunes ready for different phases of the game. We're posting the soundtrack bit by bit on our Youtube channel, so take a look if you're a fan of game music, and I know you are!

I can't believe we haven't thoroughly gone through today's subject yet. It's quite a big part of the game. I'm, of course, talking about...

The Cities

I'm sure some of you have been wondering, how exactly to win a match in Interplanetary. While the exact conditions can change around, the basic idea is to reduce your enemy's civilization to ruins. You do not need to destroy all life on the planet, or demolish every single structure; all it takes is to lower the Population of the enemy's cities enough to make them unproductive.

The Cities house the real life energy of the planet: the Population. The Population of the planet is responsible for generating many resources. One of the main features of Cities is their ability to produce Projects. Each city has a certain amount of Project Slots, depending on the amount of Population in them. You may then assign different Projects on the slots and, once again, the Population amount will dictate on how quickly they will be finished. Projects grant certain bonuses. Some are perpetually active, until removed, and others have a one-shot effect.

Blaablaablöpötiblöö.
If a City's Population is low enough, all its Project slots are lost and the city is deemed unproductive until it manages to grow back to its former glory. When all the cities are in an unproductive state, it's game over.

Of course, it is possible to completely wipe cities off the face of the planet, but that would require quite a lot of firepower. Still, sometimes it's better to play it safe; the opponent can, after all, try to help its cities regenerate by different means. There's no thrill like overkill.

The amount of Population in Cities can fluctuate wildly, depending on many things: a catastrophic event may suddenly kill millions, but new citizens do get born all the time. It is possible to encourage the growth in different ways. For example, keeping a City connected to the rest of the world and initiating Projects to boost the Morale of the populace are good ways to give some incentives to breed. Then again, if you're so inclined, why not just clone people? Might not be the best for the Morale, but it kind of gets the job done.

The amount of Project slots, in each city, is shown as a green life bar.
So, to devastate the enemy planet, you need to be ruthless and make the lives of the people as miserable as possible. Persistent attacks give them no time to recuperate and also wreak havoc on the Morale, which in turn affects many things from Production to Population Growth. Even Technologies get developed slower if there are no people to develop them.

There's quite a lot going on there and possibly worthy of a future post, but these are the basics. Just remember to take care of your cities! Don't litter, and so forth.

August 27, 2013

Inside Interplanetary: The Resources: The Material: The Movie

Don't worry, it's just steam. Black, smelly steam.
Yo, everyone! Game Design fellow Sasu is back in action, currently testing the newest build of Interplanetary. Some key features are still missing; it's a little bit difficult to enjoy the game when buildings and cities don't even have life bars, but the game is otherwise quite playable already. Add in a couple of features and balance, balance, balance!

Today we shall delve into a central system, that isn't completely implemented in the game at this point. As such, many of the terms used will probably differ in the final game and the system itself will evolve. In spite of that, let's take a look at the basics of...

The Resources of Interplanetary: Material

We've already mentioned some things about Interplanetary's resources in these posts. There are quite a few, such as Production, Science and Power, but one of the most important ones, for you to keep your eye on, is Material.

Material represents everything, well, material that you need to build structures: concrete, rebar, currency, whatever. It's all lumped under the moniker of Material for your convenience! Along with Power, a bar showing the available Material is always shown to the player; these are the two things that need constant attention when developing your planet.

All those railguns ain't cheap.
As we've explained before, many actions in the game cost Power, the amount of which is recalculated, according to the amount of Power Plants, at the beginning of each turn. Material, however, works more like normal currency, meaning it can easily be depleted, if you consume more than you produce.

The game begins with a set amount of Material for each player, but it won't last for very long. A savvy player will construct a couple of Mines to keep their stocks full. A normal Mine yields a small amount of Material each turn, but they can be upgraded to be more efficient.

The Material doesn't just appear from thin air, though: each planet has a set amount of it, and once it's gone, it's time to start thinking about alternative means of sustaining your development. The planet's Material is divided into three parts: Normal, Aquatic and Deep. The type doesn't matter when building structures, but each of them is acquired in a slightly different way. Most of the planet's Material is Normal and is mined by Normal Mines. Aquatic Material is mined with Underwater Mines and Deep Material is gained by upgrading Normal Mines with Deep Mining capabilities.

Planet Material is like a pizza: tasty and crunchy and I'm hungry.
Initially, all Mines work quite inefficiently and a lot of the mined Material will go to waste in the process to convert it to usable resources. This can be remedied with upgrades, however.

Interplanetary warfare can take a heavy toll on the resources, and you will inevitably run out of Material at some point. When the final drop is consumed, it's time to look to the skies and attempt to colonize a nearby planet. To colonize a planet, you use your interplanetary weapons to shoot Colonization Probes, which in turn will set up a small colony on the planet they land on. The colony is able to, among other things, mine Material and send it back to the home planet.

Long matches may very well end with almost the whole planetary system dry of usable Material. Insert commentary on unsustainable development and the irony of war here.

Hopefully, a complete image on how to play Interplanetary is beginning to form for everyone. We'll be back another time with more tidbits and such. See ya!

July 24, 2013

Inside Interplanetary: The Music


Sasu, here! The HQ of Team Jolly Roger has been quite busy recently. Closed alpha testing is supposed to start very soon and here we are, still implementing some features! I hope we can keep up with our secret timetable.

It's been very nice to hear people reacting positively to Interplanetary. We were pretty surprised to see it featured on a Japanese entertainment blog, Damonge News! Well, it's not like we mind negative reactions either; they can offer some interesting viewpoints. So comment, praise, criticize, whatever you feel like! We might even draft the most enthusiastic people for the alpha testing.

This time, the main subject of this blog post is something that's still very much a work-in-progress:

The Music of Interplanetary

We've been struggling with the music for some time. Everyone has been very busy in actually making the game playable, so inevitably, things that give the game flavor, such as music, have sometimes ended up taking the back seat.

Music in games is, however, a very important feature. It creates the mood, keeps things dynamic and can even guide the player. In Interplanetary, we need music mainly to give the player some kind of pace: different game states, such as building and action, will have their own kinds of music, showing player their progression and making the whole experience much more powerful. As important as good gameplay is, the feelings a game gives to the player, can be considered equally important.

We managed to grab a musician, Vince Parrish, to help us with the music creation. The problem was, we didn't have a clear consensus among the team on the exact feelings Interplanetary should give to the players. The way we decided to go about with this, was to create a short teaser trailer to get a sense of the atmosphere of Interplanetary. Vince was given only vague instructions, in addition to a mock-up teaser, so he had lots of freedoms with creating the music.

Listen here!

Vince's music hit exactly the right notes, but there was disagreement with the actual feeling of the music. This wasn't surprising, considering the lack of collaboration. At this point, we begun to discuss the music more. We changed things around slightly, and managed to create a somewhat satisfying teaser for Nordic Game.

As we explained in the last blog post, we decided to redo the teaser drastically after the convention. This time, we planned exactly what we wanted the teaser to communicate. We finished the video completely, with final graphics, and then started to draw an exact idea on what we wanted the music to sound like.

Within the team, we collected reference music to send to Vince. While going through Youtube, looking for ideas, we came across the soundtrack of Inglourious Basterds.



This gave us an idea. What if the music was very serious and warlike, but in an old-fashioned way? Interplanetary itself is a bit of a mishmash: traditional gameplay combines to create something new and realism collides with the kind of a ridiculous idea of interplanetary artillery war. The music could be old fashioned, but mixed with modern instruments. It could also be so serious that it can turn a bit humorous.

The new music was soon mixed and it fit the teaser perfectly.



With the teaser to guide us, we've started to produce music for the actual game. It'll be stylistically similar and fit the gameplay situations. We haven't yet decided if the music will change a lot dynamically; it would be really cool if it would fit the actions perfectly when the missiles fly towards the warring planets, but this would be difficult to do properly. Time will tell.

I hope this was an interesting look at our process. See you next time, and meanwhile, enjoy this unfinished concept piece of Planet Building music!

Listen here!

July 12, 2013

Inside Interplanetary: Weapon Types


Game design guy Sasu, here with another post detailing Interplanetary's progress and game mechanics. Alpha is coming along nicely, even though the graphics might not show that big of an advancement. The weapon types have been basically implemented and just need to be fiddled with. A lot. This feels like a nice point to segue into the subject of this blog post:

The Weapons of Interplanetary

This time, we'll expand on our last time's subject of Targeting by taking a look at different weapon types and their targeting features.

There are three main weapon types: railguns, missiles and beams.

Railgun

Railguns are simple weapons, meant to overwhelm the enemy, but they're not exactly known for being accurate. They don't use a huge amount of Power, so it's usually possible to fire many of them in one turn.

Stupid gas planet, messing up a great shot.

The targeting of a railgun is very simple: choose the weapon and select the trajectory. It is, however, very difficult to hit an exact spot on the enemy planet, even with the possibility to put markers on the enemy planet in Intelligence View. Sometimes, it can be quite difficult to even hit the enemy planet, due to gravitational pull's strong effect on railgun slugs.

Missile

Whereas railguns have a bit of a luck element in them, missiles are designed to be accurate. They are not as much affected by their surroundings and it is much easier to hit specific targets with them. Missiles are a bit of power hogs, though.

The targeting of missiles actually consists of two phases. In the first phase, the camera zooms in to the enemy planet and you can get a proper look of its surface. This is basically the Intelligence View. In this view, you'll be able to click anywhere on the planet to set a target. After choosing your target, you enter the second phase, similar to railgun targeting. Now you can set the trajectory and try to hit as close to the marked spot as possible.

You can even target the opposite side of the enemy planet.

So, you've set the trajectory and also an exact target on the enemy building. As long as you manage to shoot your missile close enough to the enemy planet, it will enter its orbit. While there, the missile will travel towards the target point on the planet's surface. The longer the time spent on the orbit, the greater the chance that it will get shot down by defense guns or other hazards. This means you should try to aim as close to the target as possible.

Beam

Beams differ from other weapons in that the gravity doesn't affect them one bit. Their trajectory is always a straight line. Depending on the situation, the enemy planet can be very easy to hit, or simply impossible, because of obstacles in the way or beam weapons placed on the wrong side of the planet.

Beams also have a two phase targeting: once you set the trajectory, you can specify the exact spot the beam hits. The choice of targets is much smaller than with the missile, since you may only target one side of the planet. In optimal conditions, this makes beams the most accurate weapons by far. Unfortunately, their attack power is fairly low.

Everything's in the way!

The weapons in Interplanetary will be based on these three types. Some will have radically different stats and some will have added effects, but the basic concepts are still the same. There will also be slight tweaks to this system in the future, but the idea stays. Hopefully, this has been enlightening. See you next time!

July 5, 2013

Inside Interplanetary: Targeting System

It does look a bit better than last time.

Hello, people! Game Designer Sasu here again, chronicling our progress on Interplanetary. We are still working on the alpha test version, at the moment. The game is getting prettier and the implementation of many core features, such as placement of structures and targeting, is well on its way! It will probably still be a couple of months until we can send the alpha around for testing, but rest assured that progress is happening. Maybe we'll be able to release some interesting new material, our graphics master Jukka has been working on, soon.

Today, I'd like to go into detail about one of the major game mechanics of Interplanetary. Ladies and gentlemen, may I present the heart and soul of the game: The Targeting System!

The Secrets of  the Targeting System

As you may have noticed at this point, Interplanetary is all about damaging your enemy and keeping yourself safe, using simple base game mechanics that will, hopefully, allow for a lot of strategic depth. The Targeting System allows you to target the cannons you've assembled during the Build Phase.

The Targeting Phase starts as you first choose which gun to target. Its placement on your planet's surface will determine the angle of targeting; it will be somewhat difficult to hit the enemy planet if your weapon happens to be on the wrong side of your planet. It's not impossible, however, since many things in the planetary system will affect the trajectory of the slug. All the planets, and most notably the sun, have a gravitational pull that you can use to your advantage. They can also completely mess up your targeting, unless you're careful.

This is a pretty good curve...

Now that you've picked a weapon, a curve, representing the final trajectory, will appear. By moving your mouse, you can manipulate the curve to make the trajectory to your liking; a good idea is to try and make the slug follow the enemy planet's orbit. Once you've found a trajectory that pleases you, hit the left mouse button and target your next weapon. When you and your opponent have both chosen your targets and ended your turns, the weapons fire automatically.

One more thing to pay attention to is the movement of the planets: once the weapons fire, time unfreezes and the planetary system comes alive. The planets start to orbit the sun and rotate on their axes. You just need to learn to take that into account and aim accordingly, but you can also use a slider to simulate the passage of time while targeting, and even choose when each individual weapon will fire.

...this is not.

When the weapons fire, the slugs follow their predicted trajectories, taking into account the changes in the planetary system. You can only hope you hit the enemy planet and not the other ones, especially your own, or that your missile won't end up drifting endlessly in outer space.

These are the basics of targeting. There's a lot more to it, of course. With the basic system, it's very difficult to, for example, pick a specific target from the enemy planet or just generally to cause a lot of damage. That's why you will be able to use different weapon types with different targeting features. Details on that will have to wait until another time!

June 28, 2013

Logos are not built in a day

Hello dear readers, it's Jukka here to serve you another post, this time on the subject of Interplanetary's logo and what went into the process of designing it.

Why do we need a logo?

The idea behind a logo is to provide people with something to recognize the product by. Having just a name for a product isn't quite enough, as there can be other things going with the same name (as long as it's not a similar product/entity etc).

A logo provides the name a unique and recognizable aesthetic. It's a building block of a brand. Brand is something that is born instantly, it's the sum of people’s thoughts and opinions of the matter at hand and those things can take time to form. A logo can give people something to base their thoughts and opinions on, when they first encounter a new brand and also a way to recognize it when they see it again somewhere.

Personally though, I feel that game logos don't need to be as thought out as traditional corporate logos and other product logos, as games have better ways of introducing themselves to new audiences, for instance trailers.

Design process

To start off, you need a name and, lucky us, we already had one. Both I and Tarita, our artist, started by sketching our own ideas.
The name “Interplanetary” was originally just a working title, but as it hadn't been used for a game yet and it did a good job in describing the game, we stuck with it (there's a scifi movie by the same name that came out in 2008).
I like to start logo designs by sketching straight in Illustrator. I combine shapes and use the pathfinder tools to cut out and merge them, looking for interesting results.

Some of the first sketches and their variants.

The world of scifi-themed logos is filled with planet shapes and crescent moons, blocky typography and carbon fiber textures. While I tried to come up with something a bit more original I also wanted to include the idea about shooting at planets... Which at first resulted in designs that mostly remind you of things you learn about animal reproduction in biology class. So in the end I made some compromises and didn't come up with the most original of designs, but rather ones I felt conveyed the idea best.

After a while we gathered up the sketches and chose four we liked most and put together a simple survey to ask for opinions and feedback from our friends in facebook. The survey provided us with good feedback and strengthened our own opinion on which design to choose.

The four candidates we chose for the survey.

After posting the survey I moved on to make a short teaser to show at the upcoming Nordic Game Conference, which ended up taking all my time. As a short time remedy we used a plain white version of the logo that was most favored. This way we had a logo, which would be pretty close to it's final form and most probably wouldn't change so much that it would be unrecognizable.

After the NGC, I postponed working on the logo for some time, while I concentrated on honing the teaser and its idea bit further. The teaser is still a work in progress, but I did finally take the time to put the finishing touches on the logo.

Final version of the logo.

And that sums it up. Hope to see again next time.

June 7, 2013

Inside Interplanetary: Turn structure

This is the game. All of it.
Welcome to another game design blog post. I'm Sasu and I'll be your host today and I promise that the topic today is much more interesting than it sounds. It's time to finally tell all you folks out there about Interplanetary's turn structure.

Interplanetary is a turn based strategy, so unsurprisingly, it consists of turns. The flow of these turns dictates the very basics of how the game is played and they can be neatly divided into three major phases: Build Phase, Targeting Phase and Action Phase.

Build Phase

During the Build Phase, your job is to manage your planet and devise your strategy. You can directly build your infrastructure, develop technologies and spy on your enemy. This phase is strongly reminiscent of the base building in most strategy games.

The placement of different buildings can have strong repercussions. How to keep up your Power Grid? How to protect your buildings? Should you spread them out over the whole planet or keep them together? The attack might come from anywhere.

I also promise that the graphics will be much nicer.

Depending on the power of your Intelligence structures, you can also take a peek at the enemy's planet and plan your upcoming attack accordingly. Be careful, though: if you're not equipped with adequate counterintelligence methods, your enemy may do the same to you. If you're careless with your building strategy, you can soon  expect to see some missiles, aimed directly at your weakest spots.

Then there's your Technology level. You must choose what technologies to concentrate on and what route to take on your technology tree. Unlocked technologies grant you bonuses and new projects that you can develop in your cities. All in all, there's a lot of room for strategy here.

Targeting Phase

While you can enter and exit Targeting Phase at any time, you'll probably be mostly going there after you're finished with your planet's maintenance.Once there, you may target all the weapons you have built at the enemy planet. That is, if you still have some Power left over from other things to actually fire each of them.

Aiming two lasers and one railgun. 
The amount of Intelligence points you've collected determines your ability to aim at the enemy. You can always try to shoot your cannons at the general direction of the enemy, but some weapons allow you to target specific structures on the surface of the planet. Of course, you have to be able to see them first, and that's one of the main points of Intelligence.

Action Phase

This is the payoff at the very end of the turn. When you click on the "End Turn"-button, the Action Phase commences. You see the overview of the planetary system and both yours and the enemy's aimed weapons launch at their targets. All you can do now is wait and enjoy the carnage.

Argh, the planets move!
After this, the next turn starts and you may start inspecting the damage and reacting accordingly. That's all, in a nutshell. Of course, there's a lot more to discuss about each phase and the little details, especially the exact workings of the targeting system. We've barely scratched the surface here, but hopefully everyone now has a proper idea about the very basic gameplay. See you next time!