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Codex Interview RPG Codex Interview: Blackspace, Sci-Fi Physics-Based RTS

Crooked Bee

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Codex 2013 Codex 2014 PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire MCA Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Pillars of Eternity 2: Deadfire
Tags: Blackspace; Kickstarter; PixelFoundry

Occasionally we at the RPG Codex offer you interviews about non-RPGs that we believe may be of interest to you. This is one such case. Blackspace: Plan. Dig. Defend. Survive's concept is that of a hard sci-fi RTS with a focus on mining, defense, customization, and realism. Its key features are "a destructible spherical play surface, direct control of the environment and extensive use of physics to make the experience more organic and non-formulaic." There is also an emphasis on upgrading and modifying your ship and operations to suit your play style. To get a better idea of the game, you can watch this YouTube video.

Blackspace is currently running a Kickstarter campaign, but to be honest things aren't looking too good, with under a half of the $350,000 goal raised to date and only a few days left to go. We have sent RPG Codex user skuphundaku to talk to the devs about what Blackspace has in store for us when and if it hopefully releases. Have a snippet:

What inspires the game's concept? Personally I'd say the videos you've released give me a Battle Zone vibe, and the defense against the enemy hordes reminds me of Harvest: Massive Encounter. Also the spherical play surface recently made an appearance in the successful Planetary Annihilation Kickstarter campaign (and has been toyed with in various game development communities around the web for some years). Am I correct in my impressions? What other sources of inspiration have you had for Blackspace?

We were avid Total Annihilation players and the one aspect we loved the most is how the terrain and physics would sometimes determine the outcome of whether or not a projectile would successfully hit its mark, or sometimes a shot aircraft could crash land onto a structure damaging it in the process. That said, when we started to think about the gameplay design aspect of Blackspace, we did not want to be influenced by other games upfront. It was only after we figured out what we wanted on a high-level design that we then started to notice some similarities with our design vs. other games like Battle Zone, so we made sure that we are not re-inventing the wheel if we don’t have to. As for the spherical play surface, we have been working on this game for quite sometime now, and even though a number of games have used a similar approach, I don’t think I have seen any that have implemented a spherical play surface with full physics interaction. Games like Spore, Populous and the likes have used a fairly rigid set of rules when interacting with the environment.

Leaving aside the impressive visuals and physics, have you already decided on the gameplay mechanics or are you still working on that?

When it comes down the second-to-second game play mechanics (lander flight), we believe we have nailed down the majority of them. That said, there are still various aspects to fill in and we also want to make sure that the mechanics we have in place will work nicely with different set of varying conditions such as different gravitational constants or different lander upgrades changing the engine thrust power. Menu interaction is a piece that still is under heavy construction. There is a lot going on in this game and we want to make it all as quickly and easily accessible as it can be during gameplay.

One of the game's features is the Lander, the ship you customize to your play style. Is there going to be a first person option (Battle Zone-like) and/or a strategic viewpoint option (Total Annihilation/Supreme Commander/Planetary Annihilation-like) for controlling the Lander?

First person control of the Lander has been something we’ve been thinking about from time to time. The peripheral spatial awareness of the current third-person view of the lander helps when the user is flying around as well as using certain aspects like tethering something underneath the lander. There may be an option for first person perspective, it is still something were working out. As for strategic views, we will likely have overviews / map views where you can clearly see what is happening, but any interaction with the play surface is done from the Lander perspective. This is one aspect that differentiates us from classic RTS games. Its YOU, you are there doing things and making things happen, not your mouse.

In your second video you mention that units which survive combat level up. How much customization will the leveling-up mechanics allow? Are we talking RPG-like customization or rather TA/SupCom-style unit veterancy? Do the RPG fans have anything to be excited about on this front?

I think the RPG fans will most love the customization on the Lander itself, armor, weapons, tools, communications, sensors, engines, will all be customizable and something that each player will purchase to suit their preferences. We have not yet settled on the extensibility of the building customization. There are some game designs that have yet to be tested before we can nail down how much worth we want to assign to the buildings individually. I would say there is a potential for deeper customization but were still under pretty heavy construction in this area.​

Read the full interview: RPG Codex Interview: Blackspace, Sci-Fi Physics-Based RTS
 
Joined
Dec 23, 2010
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Project: Eternity
I hadn't heard of this game, but after reading about it here and watching a couple of videos I pledged immediately. I seriously doubt enough money will come through to finish its Kickstarter, but... I can at least hope.
 

Crooked Bee

(no longer) a wide-wandering bee
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Codex 2013 Codex 2014 PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire MCA Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Pillars of Eternity 2: Deadfire
Yeah, it sounds pretty good. I've also pledged, but they will need some huge mainstream press coverage to make it...

Isn't it funny how much still depends on mainstream media even when it comes to independent/"oldschool" crowdfunding?
 
Joined
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Its YOU, you are there doing things and making things happen, not your mouse.

I understand the point he's making, and it's an entirely valid point with regard to visual design (i.e. even if we treat this expressly as a game, one can still talk about choosing a camera and interface that assist immersion, or that simulate cool strategic features like fog of war). And he's just borrowing from the standard way that interviewers expect folks to answer those sort of questions. But my god it sounds moronic. I'll give him the benefit of the doubt and assume that he's just thinking 'if I have 2 options of similar utility, let's take the more immersive one', but to talk of the player actually being there and 'making things happen' instead of playing a game using their mouse if fucking retarded.

Mind you, I would lol uncontrollably if the first console kiddie in beta to get shot in the leg was suddenly strapped down by a bunch of goons: 'sorry fella, we're all about immersion...YOU make things happen see, not your mouse. Now hold still as we remove your leg...'
 

Bulba

Learned
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Nov 1, 2010
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I've backed it weeks ago... but even then it was obvious that they are not going to make it or will be just there. dunno why I did it, since I'm no fun of rtso_O. I would remove my pledge, but since it's going so bad they can keep it.
 

CreamyBlood

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Feb 10, 2005
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Looks like it has potential, hopefully it works out for them with or without the kickstarter.
 

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