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