The Indie Game Magazine September 2014 | Issue 41 | Page 15

C, D, and E all sound very similar to a voice recognition engine (and a human ear). So, we took a page out of a real military’s book and used the phonetic alphabet; alpha, bravo, charlie, delta, echo. Not only does it increase recognition, it makes you feel just a *tiny bit* cooler. IGM: Which came first: The desire to build a game supported by full voice controls, or the desire to build a high quality, squad-based strategy RPG? Jason: They were nearly simultaneous, to be honest. I thought of how I didn’t like being ordered around by some robotic voice in my earpiece in some FPS or another, and realized that using the very same method to direct *your own* troops could be extremely compelling. IGM: How sophisticated is the AI in There Came an Echo? Jason: It passes the Turing Test! Assuming the Turing test is altered to specify that agents must demonstrate intelligent tactical behavior on a battlefield. Seriously, we’ve spent a lot of time developing the internal systems... voice commands aren’t used for minutia, so the AI needs to smoothly handle things like aiming, firing, and reloading. While enemy soldiers will use further tactics, the player himself will take care of the higher level functions for the protagonists on the field. IGM: What’s been the most challenging aspect of development so far? Jason: Well, the obvious answer is getting a nuanced and flexible voice control system working, but I’d like to say that really balancing the narrative and gameplay elements so that one doesn’t hinder or obstruct the other is quite the difficult task. I have a slight advantage in that I’m the one doing the design on both of those phases, but it’s still exceedingly difficult. IGM: When the game first launches, how many languages will it support? Jason: Eleven, actually... let’s see if I can name them: English, French, Italian, German, Spanish, Portuguese, Chinese Simplified, Chinese Traditional, Japanese, Korean, and Russian. Intel is the one helping us with localization, which normally is a very difficult feat. I should note that localization does *not* mean voice acting in all of those languages, but translated subtitles, menus, and the ability to speak commands in that given language. IGM: What are the team’s plans in terms of Early Access? When can players get their hands on a build of There Came an Echo? Jason: This is a contentious point, here, but there are absolutely no plans whatsoever for Early Access of any kind. We get it... for a multiplayer game, or ones based 15 The Indie Game Magazine | www.indiegamemag.com