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Development Diary for Lost Empire: Immortals

Posted by: Godboko on Thu, 14 February 2008 16:16:16

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Back when we began developing the original Lost Empire game, we were a young company with limited funds, yet filled with infinite passion. Collectively driven by the same dream, the team labored night and day to create the quintessential 4X space strategy game.

At that moment, our ambition was stifled only by the constraints of time and a limited budget. Since the release of the original Lost Empire game, the company has grown a little, but the company’s vision has expanded to become even greater than before. We want to make the best 4X space strategy game ever made!

Though perhaps ambitious for such a modestly sized company such as ours, (there are some damn good games out there), Yoda questions: “Size matters not... Look at me. Judge me by my size, do you? Hmm?” This is the route we have taken…

Firstly to increase game speed the entire code base was transferred to C# and DirectX 9. This has afforded the additional benefit of allowing the programming team to focus on game feature and logic implementation rather than wasting time on debugging legacy code. Game configuration has also been rethought. In terms of game design and possible game session outcomes, the original code has been overhauled to the point that hardly any of the original code remains.

As with any game development project, the team set out with a huge list of ideas penciled in for inclusion. Critical features were tackled first such as: kick-ass graphics, an intuitive and user-friendly GUI, least amount of micromanagement and a powerful AI. Yet as time begins to run out the more non-essential ideas begin to fall by the wayside. As programmers, designers and artists we all have our jobs cut out for us. The thing about making a game, like most creative processes, is that you need to try a lot of things before knowing what is actually going to work. You have got to be merciless and cut an idea’s when they do not work in practice. It’s kind of like David Hasselhoff’s singing career… It was probably a good idea on paper, but the man should have just cut his losses… Anyway, we’ve had to discard a lot of ideas, but that has just left room for other ideas. As we approach our deadline, we are getting closer to perfecting our vision.

When, in September 2007, Paradox Interactive agreed to publish Lost Empire: Immortals, things really started taking off. Suddenly we had deadlines to meet and important people to impress. Securing Paradox as our partner has allowed us to focus completely on the game, as they bring their expertise such as distribution and promotion to the product. This has enabled us to concentrate our attention on devising and implementing the relevant game components, permitting us to actualize our vision.

Our main priorities have been to make sure that the AI has a unique personality. The player has to get to know each faction AI in the game, in order to understand what it is up to. One faction AI may research fighters and bombers, while another focuses on colonizing a huge empire. As the player will have to produce a counter strategy to the each faction’s AI, no two games will have the same outcome. We have used techniques such as Fuzzy Logic for dynamic AI decision-making and A* for pathfinding and influence maps. In order to create the attack features, as well as the war and peace components, we have used a Finite State Machine, enabling us to compose behavioral reflections.

Another priority has seen players provided with the ability to modify the vanilla version of the game. All game data is stored in a spreadsheet. After the game has been released we plan to introduce an editing tool on the LE:I website. This will enable the player to access the spreadsheet and modify data contained therein, allowing them to modify the game according to personal preference and also create original content. We are big fans of the principle of modding. After all, who knows more about what gamers want than the gamers themselves? (By coincidence, most of the Pollux employees are avid gamers who love modding games in their spare time.) To enhance the graphics of the game, we have also used a lot of programmable shaders, allowing us to create specific effects for the ships of each race. The Tritons, for example, are underwater beings that pilot organic ships. In order to display this graphically, we have created a shimmering effect specific to their ships. All of the graphic designs for LE:I have been created using 3D Max, Photoshop and Combustion.

We are now working our way towards finishing the Gold Master, trying not to become overwhelmed with the amount of work still waiting to be processed. To give you an idea what is going on right now, here is a brief description of walking through the office:

You more often encounter heated discussions on spaceship logic, than complete silence. Laughter is also a steady companion in the day-to-day making of Lost Empire: Immortals. The notice boards are coved with different colored post-its and LE:I artwork proposals. An assortment of half-drunk beverages and empty coffee cups lies strewn on office desks. Our toys (yes, we have toys!) are left in the light obscured corners of the office, neglected, having been out triumphed by keyboards and drawing pads. But most noticeable is the lingering, unspoken question:

“Will we make it?”

To which you can always hear the same collective reply….

“Hell yeah!”

Notes from the editor

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