With every tick of the clock, the team at NetDevil's Colorado-based
studio draws closer to finishing their work on their upcoming space
combat MMO, Jumpgate
. As the Game Developer's Conference
gets underway in San Francisco, the staff at Ten Ton Hammer took a
moment to sit down with Hermann Peterscheck, the lead man for Jumpgate Evolution
to talk about the state of the game and what the team is curently
working on. We also delve into some questions regarding PvP and PvP
builds. As always, Hermann's answers are full of little tidbits of
information, so make sure you read it all!
Ten Ton Hammer: Can you
give us a quick update on the status of JGE? What are you guys working
on right now?
There are a couple things that we've got going on. Obviously we've been
making some strides in getting the Quantar race up and going. Since
that's the area of the game that we've been working on most recently,
that's also the coolest section of the game, in my opinion. But new
stuff is always cooler than old stuff.
As we've grown, we've realized that what works well is when you put
people into spaces that feel like interiors a bit more. That's one
direction that we're going with some of the content in the game.
Obviously we're always working on new ships and new enemies and moving
Of course, when we create new situations or learn something new, we
certainly go back and put that into the older content.
Ten Ton Hammer: Before
you go on, how are you putting players into "interior" spaces in the
middle of space? Are you just creating large opjects with holes and/or
caves in the middle of them? Or something else?
It's funny that you ask that question like that, because that's really
the first thing we really thought about when we decided to put more of
this type of content in the game. But what we realized is that in
addition to caves and holes, you can create large land masses that take
twenty to thirty seconds to fly over and you can put a bunch of those
masses together and lay them out in such a way that you create the
feeling of being "inside" something.
You're still in space and you can fly around in these masses, but
there's still a sense of framing in your area. It's like your inside a
compressed, small little cave or inside the husk of a planet, but
you're actually surrounded by a bunch of very interesting looking
objects that you're experiencing your gameplay around.
The interiors also give you a better sense of size, scale, speed and
things like that. Just flying in open, empty space isn't all that
interesting, so you need things around you to give you a sense of
motion, depth, and interest.
So we're doing more, much more, of that now. It works out really,