April 24, 2014

Multiplayer is Dead - Until it Isn't

Over the weekend we asked a question on our Twitter and Facebook fans about the future of Star Command:

What would you rather see?

Deep multiplayer with cooperative ship vs ship battles and player controlled races that would be different?


Deep single player with lots of races, research, and campaigns like civilization?

The response was quick and extremely one sided. At our last count the vote was 185 - 6 in favor of single player, and since the total comment count has passed 500 - with a similar trend.

So what does that mean?

One of the big reasons that we were exploring the idea of multiplayer was inspired by a quote from the FTL creators in a story that ran on Joystiq. You can see the story here but the short of it is was Matthew Davis talking about future clones of FTL exclaiming, "... it has to have multiplayer!"

This quote got us talking. We have discussed multiplayer plenty over the last three years creating Star Command but this was far more focused and action orientated - what would it look like, how would it play, how quickly could it be implemented, etc.

The two platforms, desktop and mobile, would have different executions for multiplayer as they have have different strength and weaknesses.

For the desktop we were looking at a player vs. player system growing into a much more robust experience on the campaign map. The initial launch would have been a simple ship vs. ship with one player controlling a Star Command vessel. Players could invade the enemy ship with their crew, take out their subsystems and go toe to toe with either their own ship with their own crew or a point pool where each player would build the best ship they could with a cap on points spent.

From there we would evolve into adding things like cooperative crews, with multiple players controlling crew members on one ship. The goal here would be expanding other races - now players could control the Antorians who would be very distinct from the Star Command ships in both form and function. Crews would go against other crews and work with other ships to expand the campaign map and establish bases on planets.

Finally this would have expanded into an ongoing universe where players earn unique equipment and grow their ship to fight other ships on individual servers.

With this system we basically remove research, mission cards and some of the dynamic galaxy elements and focus more on the players ship and combat.

As a self-critique we like both versions and each have their advantages and disadvantages. With multiplayer we like the glory and challenge element - we can never code an intelligence nearly as capable as human players. To that extent the glory of defeating an opponent in combat is really unrivaled. You are literally beating your very own "Kahn" - surviving on your strategy and ruining someone else's day, which is always satisfying.

On the other hand, single player allows us to blow out the universe, keep in numerous species and elements like space stations and research that become bogged down in multiplayer.

Some will say "Why not work on both?" and our answer would be - we will in some way. Multiplayer will always be in the back of our head but to really to make a good product we have to focus on one or the other. Our design doc was originally drafted as a deep single-player experience and we will continue to double down on that. Our mod support, storybuilder and content creation are much clearer now and the game will be that much better for it.

Multiplayer may be much more of an option for mobile - but for now our focus is on freeroam, the new ship combat system and crew kits.


April 17, 2014

Intro to Chad

Oh hey there, I'm Chad. I'm one of the new developers on the Warballoon team. We have an exciting project underway and I'll be your co-host along with Chris (the pantless avatar from the previous post) and Aron (the avatar whom you have not yet met).

One of my main responsibilities here is working on top-secret voodoo with the Unity3D toolset. Unity3D you say? Why yes, we have collectively decided to give Unity a go on the new Star Command desktop game. I'll be talking more about that process and decision later on, but for now let's just say that we are looking forward to Unity's cross-platform deployment tools to help keep things under control here as we get into the final stages of development.

But all that's a bunch of mumbo-jumbo about the future. As far as day-to-day operations go, we're always looking for new ways to leverage the built-in utilities that Unity offers for handling lame and otherwise time-consuming minutia such as particle systems (spoiler alert?).

Be on the lookout for new posts from the rest of the team and myself as we continue this process and reveal some of the kick-awesome progress we make along the way.

Chad out.

April 10, 2014


Hey Everyone.

First and foremost welcome to the new Warballoon blog. Most of you probably don’t know me and that’s totally fine, in fact that’s why I’m writing this post. Back during the initial work on Star Command I was like most of you, a fan. But I was also someone that had experience with web development and upon noticing that the guys were using tumblr I offered to lend a hand and make a site for them. After the work was finished the guys told me to keep in touch as they continued on to finish the game and the android version. So I kept in touch and threw my hat into the ring once they started to look for more help and that brings us to now.

So now that I’ve got that out of the way let me go over a bit about what to expect from this blog. Over the next week or so you’ll be hearing from some of our members and they will talk a bit more about their role here at Warballoon (for my part I’m going to work on UI aspects like GUI and Animations).

Once the introductions are out of the way we’re going to commit to posting at least once a week talking about the game and what we’re working on. We want to be transparent with all of you so that you can see what cool things we’re working on.

Oh and my avatar? This is what happens when you’re the only member that’s currently working remote.

Until next time, Captains.