Showing posts with label science. Show all posts
Showing posts with label science. Show all posts

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 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!

May 17, 2013

Designing Tech & Research


When can I finally have a clone to call my own?

Hello, hello! I'm Sasu, a game designer on the most wonderful game, Interplanetary. Lately, I've been working on the technology tree and the progression of upgrades, which will be our subject this week.

One of the main themes of Interplanetary is the development of technology. Players start up with technologies that seem quite plausible to actually exist in a couple of years, but the further the game proceeds, the more incredible they become. Sufficiently advanced technology is indistinguishable from magic, but we still try to make it feel at least somewhat believable. No huge science fiction star fleets, just humble interplanetary space guns. 

In Interplanetary, players gain science points that are used to research new technologies. The generated points are counted towards technological progress at the beginning of each turn. Each technology needs a certain amount of science points. When the goal is reached, the technology is usable and new development options are opened. 


Original diagram, do not steal.

Projects are construction or development operations that take place in cities and span over several turns. Researching technologies not only grants various bonuses, but also opens up the possibility to develop certain projects. For example, the technology of “Quantum Paired Sensors and Communications” allows the player to detect incoming projectiles earlier and to build facilities for “Communications Shielding” and “Faster-Than-Light Communications”. 

All the technologies and projects have certain pre-requisites. You need to research “Particle Physics” before being able to research “High Power Particle Beams”, which in turn allows you to develop “Orbital Laser Defense”-project. Sometimes, a project must be completed to unlock new technologies. No “Orbital Manufacturing” without the help of a “Space Elevator”. 

Research enough technologies and you just might reach something amazing. We might add some wildcard mechanics to the tech tree so some of the more incredible tech may be hidden and only discovered accidentally. That is, after all, how science tends to proceed. Eureka!

Alrighty, that's enough nuggets for now. I can almost promise you that the details will change in some ways, so no frowny faces if they do, okay?

April 19, 2013

Designing the Laser installation WMD


Giant Death Laser (work title) preying upon the enemy planet.

Hello to you, dear readers! I’m Jukka, one of the two artists working on Interplanetary. I will be responsible, for the most parts, for creating concept art and illustrations for the game.
In this post I’ll be talking a little about visual design, this time focusing on the "Laser installation" concept.

Our goal in Interplanetary is to make the technologies seem as realistic or feasible as possible without letting the gameplay suffer, so a big part in creating concepts for them is the hunt for applicable technologies that already exist or have been theorized. Luckily our team lead & designer Niklas is something of a "tech nut" so usually he already has some ideas to what might work.

The first step in starting designing the Laser installation, was to type "world's most powerful laser" in Google and hit the search. Quite fast I ran into the National Ignition Facility in US where they conduct research on nuclear fusion with lasers. They use 192 individual lasers all targeted to a small fuel pellet in order to reach the temperatures they aim for. 

So I thought that instead of using a single laser to create a powerful enough beam, it would be more feasible and interesting to have multiple lasers and have some kind of lenses to converge the beams into one. My thinking was, that a tower-like structure could be useful, so that the lasers could be arranged along its length along with the lenses so that theoretically the lenses wouldn't need to bend the beams too much. From that I made the quick sketches below, and later the one on the top.


Earlier GDL concepts. The idea of how they might work has remained pretty much the same.


Another thing to consider was the immense amount of energy needed to fire the lasers. While having it's very own nuclear power plant could be fun, I found out about SMES (superconducting magnetic energy storage), which besides sounding very sciency just might be a feasible way of storing the amounts of energy required... I'm still pondering what I'd do with the design to make it bit more interesting without making it look too unrealistic.

That's it for me this time, but I just might be back writing more of these posts in the future, and once the final concept is done for the Laser installation we'll no doubt be posting it to our Facebook concepts album.

- Jukka