The Indie Game Magazine September 2015 | Issue 53 | Page 9
ter what they’ve done, no one truly thinks keep writers on their toes, having to react
of themselves as a bad person.”
to sudden events that affect their own plot
These short stories serve to flesh out the threads. It’s almost like the writers are each
universe, while the Harris brothers craft playing a separate game of Dungeons and
cluster-wide events that impact the narrative Dragons within the same universe, crafting
landscape. “While this writing was going on, a baseline story before adjusting it on the fly
Rohan and I were penning the major events in response to outside influences.
that would shape the fate of the cluster. “But the bottom line for the number of
The player won’t be involved in toppling people on the writing team is this: When the
an empire or championing a radical shift in player experiences the world, where they
a culture anywhere. The player is just one
travel will make a big difference in how the
person. But these things will happen and it
stories are written. We want each system to
will affect the world in ways an astute player
feel different, so they’re largely being written
ought to be aware of.”
by different people,” Leigh concluded. If all
Where things might get tricky down the road, goes well, the end result will hopefully make
is in the execution: “The writers, however, players feel like they’re truly traveling to a
don’t know what these major, cluster-shaping new corner of the cosmos with each jump
events are. Their stories are currently all slated to a different cluster.
to take place at the very beginning of the
playable game. If when we reveal the next That’s it for this month. When we next see
major plot event in the overall universe, a Objects in Space, we’ll be focusing on the
writer finds that their story is being mangled game’s visual jump from 2D to 3D, describing
by powers outside their control, it gets writ- the first hands-on experiences players have
ten into their stories as well.” It’s certainly had so far, and detailing the combat systems.
a unique take on video game storytelling to Don’t miss it!
Events
July 4
First public reveal
(Haven Pop
Culture Expo,
Queensland)
July 17
First playable
demo in public
(The Indie
Games Room,
AVCon, South
Australia).
Oct. 30 Sept. 1, 2015
Objects in
Space heads
to PAX Australia.
June 1
The Airlock taking shape!
Developer: Flat Earth Games
Website: www.flatearthgames.com.au
Twitter: @fegames
June 17
Engine room interface
completed and functions of
components/modules/chassis
finalized and implemented
Combat Alpha Demo due to be completed
(navigation and ship’s systems are working, as are missiles and countermeasures
- enemy ship AI is what’s needed here)
Changing ship-renderer to 3D, streamlining console interfaces so that they are fully intractable
2D interfaces which sit inside a 3D environment
www.indiegamemag.com
Recent Milestones
July 1
July 15
Trading and economics fully functional