A look at the progress of the post-apocalyptic MMOG
2009 was a pretty big year for Masthead Studios and their upcoming sci-fi post-apocalyptic MMOG,
Earthrise. The team has been working hard in preparation for its launch in the second quarter of this year. Ten Ton Hammer caught up with Atanas Atanasov, CEO of Masthead Studios, to see where the game was in terms of development. We spoke a little about the combat and crafting systems, the art and technical advancement, and some of the challenges and highlights of the last 12 months of development.
Ten Ton Hammer: We understand the combat system had a pretty big revamp last year. Can you tell us a little about that?
Atanas Atanasov: The last year brought a lot of changes to the Earthrise combat system. Our highest priority has always been stripping away any element that could potentially slow down the pace of combat or cause frustration in internal testing, as well as making sure combat is as straightforward and dynamic as possible.
The main goal is to provide maximum fluidity and intense action through fast paced animation and responsive controls.
Early in the game design process we switched from heavily stat-based combat towards light and immediately accessible third person shooter style which has allowed us to focus on tactical play with elements such as use of Abilities and Tactics in combat. Also, we recently simplified the interface, accelerating decisions such as presenting abilities that can be used depending on equipped gear. We are currently working on a full overhaul of Abilities and Tactics, emphasizing further on hybridization and freedom of choice when creating combat builds.
Ten Ton Hammer: How much of a challenge has balance been and how have you overcome those challenges?
Atanas: Balancing is an ongoing process, with more content placed into the game each day. The biggest challenge to balancing is the fine tuning of Abilities in combat. With each combination of Abilities currently implemented, we’ve established rigorous testing of various combat situations., and that alone takes a lot of time. The curve of power, defining how power level increments through various stages of character advancement, is being currently modified to provide better experience and ensure players receive significant rewards for their actions in the game. The economy is also being fine tuned and run through various testing simulations to ensure balance within Earthrise.
Ten Ton Hammer: When in exploration mode, players are faster, but more vulnerable. What does this mean precisely? If they get attacked while in exploration mode, how easily/quickly can they switch to battle mode to protect themselves?
Atanas: Exploration Mode is both a serious advantage and a disadvantage in combat. Players who switch to Exploration Mode will have the Ability to move faster, meaning they will be able to escape from Battle Mode opponents, especially melee attackers. If they manage to escape, the generators in their equipped combat gear will start recovering their Shield, Energy and Stamina pools, so while escaping, players may get the opportunity to recover from combat. While in Exploration Mode, attacks will deal significantly more damage so leaving Battle Mode while in the range of firearm-equipped opponents may be a lethal mistake. Players will be able to switch quickly, although not immediately, from one mode to the other.
Ten Ton Hammer: Crafting also received a lot of attention in 2009. How large of a role to you expect crafting will take in Earthrise?
Atanas: In
Earthrise, crafting will be everywhere and we expect it to be a central point of gameplay, especially in the early days of server population. We have intended early launch players to experience a unique opportunity – to build the technological level of their server with their own actions, to choose what technologies are researched and put into manufacturing first, and to establish a working economy from ground zero. While some combat arsenal would be available at the very basic level and with temporary usage due to fast decay, player-made items would significantly overshadow them and define the player economy. As the game progresses and matures, the economy is expected to stabilize, yet collective player actions will still define every change and fluctuation on the market. At no moment will
Earthrise make crafting something that can be skipped altogether because if players stop producing, the world would be hit by a rapid decrease of available items and that would impede progress creating a global task for all players to focus their actions. Of course, at no time crafting becomes the sole focus of the game. Every action – from combat to harvesting materials – will provide players with items that once processed, can fuel the world economy.
Ten Ton Hammer: Will players who opt not to craft be at a disadvantage? Will we see crafted items be among the best in the game?
Atanas: Crafted items are definitely the best items in the game. Players will have a choice of vendor sold items and crafting items of their own design. Vendor sold items are intended to be a temporary opportunity to get back into the game after being looted or driven to poverty as they will not be recyclable or repairable. Player-made items will be the only ones that can have implemented designs and can be maintained.
Players who decide not to craft are definitely not at a disadvantage. While they cannot expect to be able to make items when they need them or see market opportunity, they can however concentrate their actions towards collecting resources (either through killing enemies or protecting mines against the mutant scourge) or looting other players (either to own their items, or recycle items into resources). Resources can either be sold on the market or provided to crafters so they can produce items needed by the player.
Ten Ton Hammer: With the current system, can players opt to only craft, neglecting their other, more combat oriented skills?
Atanas: Specialization into crafting is totally possible. Players who come into the game can dedicate themselves to providing services from the start, either by providing recycling services to other players, or through manufacturing basic items that are the basis of production of more powerful items. The
Earthrise economic model is built onto multi-tiered, pyramid-shaped chain of item production, requiring that basic and low-level items are in constant supply. This makes sure that new players are immediately able to provide the foundation of the economy so more advanced players can dedicate their focus into advanced manufacturing.
Earthrise may be one of the most newbie friendly games on the market when it comes to crafting.
Ten Ton Hammer: Graphics saw a lot of attention last year too, and we understand the art is now complete, with animation touch-ups being done. Do you have an idea yet on what this will mean to required system specs?
Atanas: We are very happy with the progress we have made with animation changes, however once those are finished there will be no changes in the hardware requirements
Ten Ton Hammer: Will Earthrise support DX10 and/or DX11?
Atanas: We have such plans and will reveal more of them in the future.
Ten Ton Hammer: What are some of the other highlights of 2009 for Earthrise?
Atanas: A lot of work has been done through the past year. Most of the visual content and interface work has been solidified, and a lot of internal issues have been resolved thanks to feedback from our testers. Aside from combat overhaul, crafting has been simplified and then further expanded with many new ideas and content; animations have been improved as well. Overall, the last 12 months have been great for Earthrise development.
Ten Ton Hammer: Has beta begun, and how can players get involved?
Atanas: Currently we are in closed beta, collecting comments from testers and tweaking the system as needed. We are working to iron out the stability and content of the beta client, but are on the right track to open beta. We expect soon to surprise our players who have registered at
www.play-earthrise.com!
Ten Ton Hammer: Is there anything else you’d like to tell readers about Earthrise?
Atanas: Just like the
Earthrise fans, we are also eager to release the game, but nowadays it is really important to focus on stability and working on the mechanics.