Jumpgate Evolution: Combat and Controls Interview - Part Two

Space Case!
Space Case!

Creating believable space-based combat is no simple feat in the video game realm. Gravity is taken out of the equation and strangely functioning objects (like asteroids or gravity wells) are tossed in. Still, the developers at NetDevil are attempting to do just that with Jumpgate Evolution. As the second part of our two-piece series on the combat and controls of the game, Ten Ton Hammer's Cody "Micajah" Bye caught back up with Hermann Peterscheck to sketch out the rest of the details of the combat in the upcoming space-based MMOG. However, make sure you check out Part One as well, if you haven't already done so!

My favorite games are the ones that put me right into the game and then tell me what I need to know at the moment I need to know it. This is what we are doing. It's a very time consuming approach, but I think in the end it will work well. A separate goal is that if you have started the game for the 10th time (hopefully we have a lot of replay-ability) you shouldn't feel like you are forced to get through the "boring part" in order to do the "fun stuff." Fighting the first guy should be satisfying and fun, even if you have done it 100 times.

To read the latest guides, news, and features you can visit our Jumpgate Evolution Game Page.

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About the Author

Karen is H.D.i.C. (Head Druid in Charge) at EQHammer. She likes chocolate chip pancakes, warm hugs, gaming so late that it's early, and rooting things and covering them with bees. Don't read her Ten Ton Hammer column every Tuesday. Or the EQHammer one every Thursday, either.

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