A look at the progress of the post-apocalyptic MMOG
2009 was a pretty big year for Masthead Studios and their upcoming
sci-fi post-apocalyptic MMOG,
Earthrise.
The team has been working hard in preparation for its launch in the
second quarter of this year. Ten Ton Hammer caught up with Atanas
Atanasov, CEO of Masthead Studios, to see where the game was in terms
of development. We spoke a little about the combat and crafting
systems, the art and technical advancement, and some of the challenges
and highlights of the last 12 months of development.
Ten Ton Hammer: We understand the
combat system had a pretty big revamp last year. Can you tell us a
little about that?
Atanas Atanasov: The last year
brought a lot of changes to the
Earthrise
combat system. Our highest priority has always been stripping away any
element that could potentially slow down the pace of combat or cause
frustration in internal testing, as well as making sure combat is as
straightforward and dynamic as possible. The main goal is to provide
maximum fluidity and intense action through fast paced animation and
responsive controls.
Early in the game design process we switched from heavily stat-based
combat towards light and immediately accessible third person shooter
style which has allowed us to focus on tactical play with elements such
as use of Abilities and Tactics in combat. Also, we recently simplified
the interface, accelerating decisions such as presenting abilities that
can be used depending on equipped gear. We are currently working on a
full overhaul of Abilities and Tactics, emphasizing further on
hybridization and freedom of choice when creating combat builds.
Ten Ton Hammer: How much of a challenge has balance been and how have
you overcome those challenges?
Atanas: Balancing is an
ongoing process, with more content placed into the game each day. The
biggest challenge to balancing is the fine tuning of Abilities in
combat. With each combination of Abilities currently implemented, we’ve
established rigorous testing of various combat situations., and that
alone takes a lot of time. The curve of power, defining how power level
increments through various stages of character advancement, is being
currently modified to provide better experience and ensure players
receive significant rewards for their actions in the game. The economy
is also being fine tuned and run through various testing simulations to
ensure balance within Earthrise.
Ten Ton Hammer: When in exploration
mode, players are faster, but more vulnerable. What does this mean
precisely? If they get attacked while in exploration mode, how
easily/quickly can they switch to battle mode to protect themselves?
Atanas: Exploration Mode is
both a serious advantage and a disadvantage in combat. Players who
switch to Exploration Mode will have the Ability to move faster,
meaning they will be able to escape from Battle Mode opponents,
especially melee attackers. If they manage to escape, the generators in
their equipped combat gear will start recovering their Shield, Energy
and Stamina pools, so while escaping, players may get the opportunity
to recover from combat. While in Exploration Mode, attacks will deal
significantly more damage so leaving Battle Mode while in the range of
firearm-equipped opponents may be a lethal mistake. Players will be
able to switch quickly, although not immediately, from one mode to the
other.
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