In the second part of our Galaxy on Fire™ 2 Developer Diary Lead Programmer Hans-Christian-Kühl tells us more about the production process and the teamwork involved. In addition, HCK shares his personal favourite features of the upcoming version of GoF 2 with us.
For all the sci-fi junkies among you, who still haven’t played the first part of our space saga yet, FISHLABS offers GoF at a 50% discount starting today. The weekend sale ends on Monday – so make sure to quickly lay your hands on the Betty or one of the many other ships of the GoF universe and enjoy premium 3D-space-action for just $ 2.99. [full]
Part of the porting of GoF 2 has been major changes in the design and artwork. Why was that?
That happened, because we did not have so much room for the original Java version. Back then, the entire version could not be larger than one MB. At the time, we used the trick of not building the ships completely as one object, but rather like a ‘Lego’ ship put together from individual modules. Ultimately, there were 30 different modules that were used to create roughly 40 different ships. But there were essentially the same ships for the different races, varying only in the colours and textures. Now, we have a lot more possibilities and can create a set of unique ships with their own textures for every race – because now we have the necessary memory. The same is true for stations. Previously, they were put together from modules. Now, we can create unique stations for every race, which of course is a lot of work, but looks really good.
What is the process in developing the new 3D ship models?
Marc Nagel, our Art Director, doodles the ships from three sides with a rough texture template. Then the 3D artists get a specification from me what the maximum size of the texture can be. Then they get started, and constantly look it over and say where the geometry has to be fiddled with, the size changed, or other changes have to be made so that everything fits together. After all, the models also have to fit the design specifications that are already there from the Java version, such as weight, speed, or armaments of a ship. If we were to completely rebalance all of that, we would be working on the port even longer. Therefore, we try to use the original data as much as possible and ‘only’ change the graphics.
You also have someone on the team who is only responsible for the different space stations, right?
Yes, Jeremias Hohn is our lead 3D artist. Jerry is currently only doing stations, but he has to be finished with them this week, so that we can try them out in-game. Be he can explain much better about what he is currently working on.
Who coordinates the project when it comes to the balancing?
At FISHLABS, we work in very small, flexible teams, that are always being reformed as needed. So of course, there has to be someone who always has an overview of the whole project. As Lead Engineer, I am not only responsible for the programming, but at the same time, I am also the project manager and concept developer. In the end, I look everything over and say if things should go more in one direction or another. Apart from that, we frequently sit down with Marc or Uwe Wütherich, our creative director, and of course with Michael Schade, who considers everything once again from a marketing perspective. Naturally in particular cases, it depends on the department. One good example is the interface.Fredrik Überle, who works on the interface as 2D/3D artist, loads the latest skyboxes and new 3D models for his work in Photoshop behind his current interface, so that he can see right away if it fits with the style, look-and-feel, and brightness.
What role do the production meetings play?
Of course, the production meetings are becoming much more important at the moment, since we are working with more and more people on the project. In the initial phase, it’s enough for someone to come by and look at the current status and adjust it. In the current phase, where more than 10 people are involved in the project, we have to coordinate more closely, which is only possible through regular production meetings.
How will GoF 2 be tested?
First, I test the game until it makes sense to give others access to it. In the next stage, we enter a new project in our test tool and inform all FISHLABS employees by e-mail where the game is, what needs to be done, what to look out for, and what should still be disregarded in this phase. Then we ask who wants to test the game. But of course, there are also people in the team who have to test the game. We also like to get feedback from outside and, for example, invite students in. Here, we work with questionnaires a lot, particularly to get a feel for our balancing and find out what the testers especially like and if the game is too hard or too easy.
The new version of GoF 2 offers more room not only for 3D models and textures, but also for more characters and plot threads. How do these new content options affect the development?
Previously, we didn’t have as much room for text. In GoF 2 for Java, we had a total of just 1000 strings, that is character strings from one word up to about 10 lines. Now we can add as much content as we want, for example, a description for every solar system or piece of equipment. That is why we also plan to work with professional authors. One example: we need an alien race. Aha! What are they called? OK, they’re green, and what else is there about them? The new smartphone platforms give us the opportunity of providing a lot more information and backgrounds. In the future, for example, the characteristics of the different races, systems, planets, and characters will be better developed, so that the whole universe will have more depth and vitality.
That sounds as thought the new options are both a blessing and a challenge for the developers?
Naturally, we have to adapt. If GoF 2 is going to become even better known and suddenly we’re facing a port to platforms such as the PC, XBLA, or other major consoles, you could quickly create a universe that may not have been properly thought out, but which continues to be used, and then suddenly you are confronted with unsolvable contradictions. Therefore, we have now reached a point where we have to go over the prior content, so that there is nothing in the way of a future expansion of the GoF universe.
Has the system of alliances and factions in the GoF 2 universe been further refined as part of this development?
Originally, there were only two factions: the Terrans and the Vossk. If you have done a lot of missions for the Terrans, you will eventually be out of favour with the Vossk and have to pay money if you want to land on their stations. Meanwhile, we have four factions: Terrans, Vossk, Midorians, and Nevelians. Now the reputation system oscillates between the Terrans and the Vossk, as well as the Midorians and Nivelians. If you do something for one side, that has an effect on the other side – even if all you do is fly out and attack some random ship. In extreme cases, there are diplomats where you can buy your way out, if your reputation has reached a critically low level. Unlike in GoF 1, there is no simple division into friend or foe – in GoF 2, every faction is innately neutral toward the player. Only once you cross the threshold of a certain number of points, will the entire faction be hostile to you and its members will shoot on sight.
What parts of GoF 2 have turned out particularly well so far and what are your favourite features?
You can just fly out and do whatever you want! There is a tutorial in the beginning, which explains the basics of the game, but after that, you are soon given a great deal of freedom. Another favourite feature is the abundance of items. We have approximately ten times as many items as in GoF 1. Then, of course, you can design your ship however you like. What weapons do I install? What are their characteristics? Or should I use the slot for more cargo space, or install a better scanner? Another favourite feature is definitely that you can now communicate more with your environment. Previously, there was only the mission board, always with the same text. Now, there is a personal address, which varies. That makes it more lifelike. At the same time, we now have virtually unlimited character portraits. Here, we used the head generator we had already used in our title Deep.
That almost sounds like we can expect a completely different game under the old names with GoF 2?
Naturally, the core and the story remain. But compared to the Java version of GoF 2 and the GoF 1 version for the iPhone, the new version of GoF 2 will clearly stand out and represents a major step in development. The original GoF 1 was very limited in terms of the freedom you had. The universe was already open, but you could only leave the stations as part of missions. Now, I can just leave the station and decide for myself if I want to complete missions or just fly around and mine ore, hunt pirates, use maps to discover new systems or stations in the growing GoF universe.
Next will be Marc explaining the art redesign in Galaxy on Fire 2 for iPhone…






















