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Developer Feature
Lost Empire: Immortals
Back when we began developing the original Lost Empire game, we were
a young company with limited funds, yet filled with infinite passion. Collectively
driven by the same dream, the team labored night and day to create the quintessential
4X space strategy game.
At that moment, our ambition was stifled only by the constraints of time and
a limited budget. Since the release of the original Lost Empire game,
the company has grown a little, but the company’s vision has expanded to become
even greater than before. We want to make the best 4X space strategy game ever
made! Though perhaps ambitious for such a modestly sized company such as ours,
(there are some damn good games out there), Yoda questions: “Size matters not...
Look at me. Judge me by my size, do you? Hmm?” This is the route we have taken…
Firstly to increase game speed the entire code base was transferred to C# and
DirectX 9. This has afforded the additional benefit of allowing the programming
team to focus on game feature and logic implementation rather than wasting time
on debugging legacy code. Game configuration has also been rethought. In terms
of game design and possible game session outcomes, the original code has been
overhauled to the point that hardly any of the original code remains.
As with any game development project, the team set out with a huge list of
ideas penciled in for inclusion. Critical features were tackled first such as:
kick-ass graphics, an intuitive and user-friendly GUI, least amount of micromanagement
and a powerful AI. Yet as time begins to run out the more non-essential ideas
begin to fall by the wayside. As programmers, designers and artists we all have
our jobs cut out for us. The thing about making a game, like most creative processes,
is that you need to try a lot of things before knowing what is actually going
to work. You have got to be merciless and cut ideas when they do not work in
practice. It’s kind of like David Hasselhoff’s singing career… It was probably
a good idea on paper, but the man should have just cut his losses… Anyway, we’ve
had to discard a lot of ideas, but that has just left room for other ideas.
As we approach our deadline, we are getting closer to perfecting our vision.
When, in September 2007, Paradox Interactive agreed to publish Lost Empire:
Immortals, things really started taking off. Suddenly we had deadlines
to meet and important people to impress. Securing Paradox as our partner has
allowed us to focus completely on the game, as they bring their expertise such
as distribution and promotion to the product. This has enabled us to concentrate
our attention on devising and implementing the relevant game components, permitting
us to actualize our vision.
Our main priorities have been to make sure that the AI
has a unique personality. The player has to get to know each faction AI in the
game, in order to understand what it is up to. One faction AI may research fighters
and bombers, while another focuses on colonizing a huge empire. As the player
will have to produce a counter strategy to the each faction’s AI, no two games
will have the same outcome. We have used techniques such as Fuzzy Logic for
dynamic AI decision-making and A* for pathfinding and influence maps. In order
to create the attack features, as well as the war and peace components, we have
used a Finite State Machine, enabling us to compose behavioral reflections.
Another priority has seen players provided with the ability to modify the vanilla
version of the game. All game data is stored in a spreadsheet. After the game
has been released we plan to introduce an editing tool on the LE:I
website. This will enable the player to access the spreadsheet and modify data
contained therein, allowing them to modify the game according to personal preference
and also create original content. We are big fans of the principle of modding.
After all, who knows more about what gamers want than the gamers themselves?
(By coincidence, most of the Pollux employees are avid gamers who love modding
games in their spare time.)
To enhance the graphics of the game, we have also used a lot of programmable
shaders, allowing us to create specific effects for the ships of each race.
The Tritons, for example, are underwater beings that pilot organic ships. In
order to display this graphically, we have created a shimmering effect specific
to their ships. All of the graphic designs for LE:I have been created
using 3D Max, Photoshop and Combustion.
We are now working our way towards finishing
the Gold Master, trying not to become overwhelmed with the amount of work still
waiting to be processed. To give you an idea what is going on right now, here
is a brief description of walking through the office:
You more often encounter heated discussions on spaceship logic, than complete
silence. Laughter is also a steady companion in the day-to-day making of Lost
Empire: Immortals. The notice boards are covered with different colored
post-its and LE:I artwork proposals. An assortment of half-drunk beverages
and empty coffee cups lies strewn on office desks. Our toys (yes, we have toys!)
are left in the light obscured corners of the office, neglected, having been
out triumphed by keyboards and drawing pads. But most noticeable is the lingering,
unspoken question:
“Will we make
it?” To which you can always hear the same collective reply…. “Hell yeah!”
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