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Tags: Code Three Fifty One; Project Haven
Of the various indie turn-based RPGs that have appeared on the scene in recent years, Project Haven seems to be among the more anticipated. It's a cyberpunk/dystopian-themed tactical RPG where you command a mercenary crew fighting for survival in the last city on Earth, made by Portuguese couple Sérgio Gil and Joana Dimas under the banner of Code Three Fifty One. The game has actually been in development for quite some time, but it recently resurfaced with the release of a new demo build during Steam's Tacticon event back in May. It made such a good impression that our man udm, apparently on a roll after writing his excellent Ctrl Alt Ego review, decided to hit up Sérgio (who is known on the Codex as re.var) and ask a few questions.
Read the full article: RPG Codex Interview: Sérgio Gil on Project Haven
Of the various indie turn-based RPGs that have appeared on the scene in recent years, Project Haven seems to be among the more anticipated. It's a cyberpunk/dystopian-themed tactical RPG where you command a mercenary crew fighting for survival in the last city on Earth, made by Portuguese couple Sérgio Gil and Joana Dimas under the banner of Code Three Fifty One. The game has actually been in development for quite some time, but it recently resurfaced with the release of a new demo build during Steam's Tacticon event back in May. It made such a good impression that our man udm, apparently on a roll after writing his excellent Ctrl Alt Ego review, decided to hit up Sérgio (who is known on the Codex as re.var) and ask a few questions.
Hey re.var, thanks for agreeing to do this interview. I think it's safe to say that Project Haven is one of the most anticipated games of this year (if it doesn't get pushed back again) for many Codexers. First of all, can you give us an introduction to Code Three Fifty One, as well as what got you guys into game development?
Hey! Thanks for having me. Truly appreciate the interest in Project Haven! We've always been avid gamers since childhood back in the early 90's, and like many always wanted to make our own games. I've personally started my professional game dev career in 2000 and have been making games since. Joana has a master's in Psychology and a PhD in Computer Science and Artificial Intelligence, she always loved games, particularly games with a good story. Back in 2015 we started creating a game together for fun, and it eventually turned into Project Haven when we saw its potential.
If you could describe Project Haven to an audience of grognards who love CRPGs and tactical games, how would you do so?
Project Haven is our attempt to recreate the same feeling you had in firefights in games like Jagged Alliance 2, Silent Storm and the original Xcoms. Essentially it's a turn based game where fights are very messy, uncertain, and you have to deal with a lot of variables in the field at the same time. You have very granular control of your characters (it's not a simplified experience) allowing you to engage each encounter exactly as you like. In Project Haven we've paired this gameplay with a cinematic storyline that will push the player forward through the streets of Haven city.
The implementation of a non-grid-based system to provide the player with more granular control is an interesting one not seen in too many tactics games. Furthermore, players are able to do things like sidestep, free aim, etc. In an era where tactics games have become increasingly streamlined to appeal to more gamers, why did you choose to go the other way?
From the start we wanted to have significant emphasis on the characters' mechanical control. Free Aim was actually one of the first features we tried, it started out as a test to see how it felt, but in the end, for us, it improves the experience and the immersion in the world. It does depart from the percentage based hit systems that are more common, though Free Aim arguably seems like a more "fair" system as you can visually assess how likely you are to hit. The gridless movement comes together with all the rest of the features we have in Project Haven like strafe, lean, direction of facing being important, etc.... It would be a disservice to the game to have gridded movement when we have all the other means of controlling the characters. I personally don't think steamlining increases the appeal in general, look at games like Path of Exile or Escape from Tarkov, they are very complex experiences and can't really be considered niche, they have massive audiences too. I think it's more risky to do a complex game, since there's more opportunities to shoot yourself in the foot as a developer, but if managed and tested properly it can definitely be a plus.
Let's talk about one of the most intriguing features of Project Haven: the implementation of true ballistics, where bullets have trajectories and can even penetrate soft surfaces like wood. How does it work, and how difficult was it to implement and balance across the different gun types?
We tried to model the ballistics in a fairly realistic way. We didn't implement bullet drop off as the ranges aren't that long in the game, but otherwise it behaves as you would expect a real bullet to behave. When a bullet hits something the material type and thickness affect how much energy the bullet loses. We also have different ammo types like regular FMJ, hollow point and armor piercing which all affect how a bullet performs. For balancing reasons we have to stray from reality on the damage, effective range and how much material a bullet can actually go through. For instance, say a normal 9mm may not deal any damage in reality when it hits an armor plate, but in Project Haven it will deal a certain amount of damage to the armor and potentially the character too. Iteration and playtesting is king here. Fun is the most important factor.
Hey! Thanks for having me. Truly appreciate the interest in Project Haven! We've always been avid gamers since childhood back in the early 90's, and like many always wanted to make our own games. I've personally started my professional game dev career in 2000 and have been making games since. Joana has a master's in Psychology and a PhD in Computer Science and Artificial Intelligence, she always loved games, particularly games with a good story. Back in 2015 we started creating a game together for fun, and it eventually turned into Project Haven when we saw its potential.
If you could describe Project Haven to an audience of grognards who love CRPGs and tactical games, how would you do so?
Project Haven is our attempt to recreate the same feeling you had in firefights in games like Jagged Alliance 2, Silent Storm and the original Xcoms. Essentially it's a turn based game where fights are very messy, uncertain, and you have to deal with a lot of variables in the field at the same time. You have very granular control of your characters (it's not a simplified experience) allowing you to engage each encounter exactly as you like. In Project Haven we've paired this gameplay with a cinematic storyline that will push the player forward through the streets of Haven city.
The implementation of a non-grid-based system to provide the player with more granular control is an interesting one not seen in too many tactics games. Furthermore, players are able to do things like sidestep, free aim, etc. In an era where tactics games have become increasingly streamlined to appeal to more gamers, why did you choose to go the other way?
From the start we wanted to have significant emphasis on the characters' mechanical control. Free Aim was actually one of the first features we tried, it started out as a test to see how it felt, but in the end, for us, it improves the experience and the immersion in the world. It does depart from the percentage based hit systems that are more common, though Free Aim arguably seems like a more "fair" system as you can visually assess how likely you are to hit. The gridless movement comes together with all the rest of the features we have in Project Haven like strafe, lean, direction of facing being important, etc.... It would be a disservice to the game to have gridded movement when we have all the other means of controlling the characters. I personally don't think steamlining increases the appeal in general, look at games like Path of Exile or Escape from Tarkov, they are very complex experiences and can't really be considered niche, they have massive audiences too. I think it's more risky to do a complex game, since there's more opportunities to shoot yourself in the foot as a developer, but if managed and tested properly it can definitely be a plus.
Let's talk about one of the most intriguing features of Project Haven: the implementation of true ballistics, where bullets have trajectories and can even penetrate soft surfaces like wood. How does it work, and how difficult was it to implement and balance across the different gun types?
We tried to model the ballistics in a fairly realistic way. We didn't implement bullet drop off as the ranges aren't that long in the game, but otherwise it behaves as you would expect a real bullet to behave. When a bullet hits something the material type and thickness affect how much energy the bullet loses. We also have different ammo types like regular FMJ, hollow point and armor piercing which all affect how a bullet performs. For balancing reasons we have to stray from reality on the damage, effective range and how much material a bullet can actually go through. For instance, say a normal 9mm may not deal any damage in reality when it hits an armor plate, but in Project Haven it will deal a certain amount of damage to the armor and potentially the character too. Iteration and playtesting is king here. Fun is the most important factor.
Read the full article: RPG Codex Interview: Sérgio Gil on Project Haven