this post was submitted on 14 Sep 2024
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12 years ago the best indie game was released

FTL: Faster Than Light is a roguelike game created by indie developer Subset Games, which was released for Windows, MacOS, and Linux in September 2012. In the game, the player controls the crew of a single spacecraft, holding critical information to be delivered to an allied fleet, while being pursued by a large rebel fleet. The player must guide the spacecraft through eight sectors, each with planetary systems and events procedurally generated in a roguelike fashion, while facing rebel and other hostile forces, recruiting new crew, and outfitting and upgrading their ship. Combat takes place in pausable real time, and if the ship is destroyed or all of its crew lost, the game ends, forcing the player to restart with a new ship.

The concept for FTL was based on tabletop board games and other non-strategic space combat video games that required the player to manage an array of a ship's functions. The initial development by the two-man Subset Games was self-funded, and guided towards developing entries for various indie game competitions. With positive responses from the players and judges at these events, Subset opted to engage in a crowd-sourced Kickstarter campaign to finish the title, and succeeded in obtaining twenty times more than they had sought; the extra funds were used towards more professional art, music and in-game writing.

The game, considered one of the major successes of the Kickstarter fundraisers for video games, was released in September 2012 to positive reviews. An updated version, FTL: Advanced Edition, added additional ships, events, and other gameplay elements, and was released in April 2014 as a free update for existing owners and was put up for purchase on iPad devices

Synopsis

The player controls a spacecraft capable of traveling faster-than-light (FTL). It belongs to the Galactic Federation, which is on the verge of defeat in a war with an exclusively human rebel faction, simply called the Rebellion. The player's crew intercepts a data packet from the rebel fleet containing information that could throw the rebels into disarray and ensure a Federation victory. The goal is to reach Federation headquarters, waiting several space sectors away, while avoiding destruction from hostile ships or by the pursuing rebel fleet

Development

FTL is the product of the two-man team of Subset Games, Matthew Davis and Justin Ma. Both were employees of 2K Games's Shanghai studio, and became friends during their tenure there, playing various board games in their free time.

Davis had left 2K Games early in 2011, and after biking through China, returned and joined Ma, who had also recently quit, and began working on the core FTL game. They agreed they would spend a year towards development and if their efforts did not pan out, they would go on to other things. Following the success of the game, the pair began work on their second game, Into the Breach.

The idea for FTL was inspired by tabletop board games, such as Battlestar Galactica: The Board Game, a 2005 space roguelite computer game released by Digital Eel, Weird Worlds: Return to Infinite Space, and non-strategic video games, such as Star Wars: X-Wing, where the player would have to route power to available systems to best manage the situation.

Unlike most space combat simulation games, the beginning idea was the player being captain rather than a pilot according to Davis, and to make "the player feel like they were Captain Picard yelling at engineers to get the shields back online", as stated by Ma. The intent of the game was to make it feel like a "suicide mission", and had adjusted the various elements of the game to anticipate a 10% success rate of winning the game.

The permanence of a gameplay mistake was a critical element they wanted to include, and gameplay features such as permadeath emphasized this approach.

Only as they neared the August 2011 Game Developers Conference in China after about six months of work, where they planned to submit FTL as part of the Independent Games Festival there, did they start focusing on the game's art. The game was named as a finalist at the IGF China competition, leading to initial media exposure for the game.

The additional attention to the game forced them to extend development – what would be a two-year process – and thus they turned to Kickstarter in order to fund the final polish of the game as well as costs associated to its release, seeking a total funding goal of $10,000. Subset games was able to raise over $200,000 through the effort. FTL represents one of the first games to come out from this surge in crowd-funded games, and demonstrates that such funding mechanisms can support video game development.

With the larger funding, Subset considered the benefit of adding more features at the cost of extending the game's release schedule. They opted to make some small improvements on the game, with only a one-month release delay from their planned schedule, and stated they would use the remaining Kickstarter funds for future project development.

The additional funds allowed them to pay for licensing fees of middleware libraries and applications to improve the game's performance. Additionally, they were able to outsource other game assets; in particular additional writing and world design was provided by Tom Jubert (Penumbra, Driver: San Francisco), while music was composed by Ben Prunty.

Prunty wanted to create an interactive soundtrack that would change when the player entered and exited battle; for this, he composed the calmer "Explore" (non-battle) version of each song, then build atop that to create the more-engaging "Battle" version. Within the game, both versions of the song play at the same time, with the game cross-fading between the versions based on action in the game.

One of the highest tiers of the Kickstarter campaign allowed a contributor to help design a species for inclusion in the game. One supporter contributed at this level and helped design the Crystal.

FTL: Advanced Edition

FTL: Advanced Edition adds several new events, ships, equipment and other features to the existing game. This version was released on April 3, 2014 as a free update for FTL owners, and as a separate release for iPad devices, with the potential for other mobile systems in the future. A new playable species, the Lanius — metallic lifeforms that reduce oxygen levels in any room they are in — were introduced.

Subset Games has stated that they would not likely create a direct sequel to FTL, though future games they are planning may include similar concepts that were introduced in FTL. Their subsequent game, Into the Breach was not funded through Kickstarter and it is unlikely that they will use the platform in future, as they have raised enough money through sales of FTL to fund future projects.

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[–] [email protected] 6 points 4 days ago (1 children)

The regional forms of the kanto bird are like divergence evolution, like a mammoth and an elephant

Paradox forms are ancient ancestors or future evolutions of pokemon of today

[–] [email protected] 6 points 3 days ago (3 children)

Wait so there are time machines in Pokemon now?

puzzled

[–] [email protected] 7 points 3 days ago (1 children)

in fairness I'm pretty sure time machines already existed in generation 2 games. I remember upstairs in the pokemon centers they had some in-game "brand new time machine tech" justification for letting you trade between gen 2 and gen 1; because gen 2 also had the kanto region but in the future of gen 1, where you could battle gen 1's player character Red as the secret boss who went into isolation after winning the pokemon league, etc. I thought that shit was so cool as a kid (battling red, the time machine was whatever)

And it's not that farfetch'd, because there was always super high tech sci-fi aspects. Bill had the transporter and transmogrifier that Brundlefly'd his ass and then fixed him normal. and the whole "virtualization of pokemon into pokeballs and PC storage" thing itself.

[–] [email protected] 5 points 3 days ago

Idk why, but as a kid I always thought the PC system thing was just an organization system interface at the Pokecenters and they recalled the PokeBall you requested with one of those pneumatic tube systems from banks and all the Pokecenters were connected with those

Them working with the same transporter tech Bill had makes a lot more sense, but tubes seem more whimsical

Pokeballs are probably just magic idk

Maybe whatever science nonsense created Ditto and allows them to transform into any other Pokemon and change shape and size to match can also shrink other Pokemon down to fit in the ball and they're bionic and the red beam thing that recalls Pokemon is powered by Ditto goo inside the shell of the PokeBall

shocked-pikachu

[–] [email protected] 5 points 3 days ago (1 children)

I don't follow the main plot either but I think there's ail multiverse thing going on too with the Ultrabeasts

[–] [email protected] 5 points 3 days ago (1 children)
[–] [email protected] 5 points 3 days ago (1 children)

Yeh, I don't quite understand it either. But this is the bulbapedia article on it. Fwiw the ultra beasts introduced buzzwole, the swole mosquito, which is pretty cool

arm-L bug-facts arm-R

[–] [email protected] 4 points 3 days ago

menacing menacing menacing menacing menacing

Okay that's just a bad guy's stand lol, sick

[–] [email protected] 5 points 3 days ago (1 children)

yea, thats the plot of Scarlet and violet

[–] [email protected] 3 points 3 days ago

Call me old fashioned, but I liked when it was about a mob boss cloning a magic psychic cat and giving the clone power armor, and then getting his bumbling employees with a normal talking cat to steal a kid's electric mouse