Rock, Paper, Shotgun

Interview: Cliffski Talks Gratuitous Space Battles

By Jim Rossignol on August 31st, 2009 at 3:49 pm.


Earlier today we talked to Positech’s Cliff “Cliffski” Harris about his new game, Gratuitous Space Battles. There was also some discussion of a Saddam Hussein sim, the pitfalls of outsourced indie art, and the problems of small-playerbase multiplayer.

RPS: Hello there.

Cliffski: Ahoy!

RPS: Shall we talk Gratuitous Space Battles?

Cliffski: I think we should

RPS: Right, tell me a little bit of what to expect – I’ve not seen anything beyond the videos.

Cliffski: It’s a bit of a hybrid game, it’s part ship design, part pre-battle planning, and part interactive cut-scene space battle viewer thing. Basically its like a big space battle simulator where you can go back to the start of the battle and re-jig things and try to correct for why your fleet got destroyed. In gameplay terms, its a sort of tower-defence game, but with moving spaceships you designed.

RPS: Interesting. And it seems to fit with what’s going on at the moment – there’s a lot of tower defence variant ideas turning up now, and strategy variants generally. Did you find yourself inspired by anything like that in particular?

Cliffski: Well to be honest, the game (as usual) was inspired by anything *but* games. Originally the game was a ‘virtual Saddam Hussein’ simulation, believe it or not. I got carried away doing the code for the map. And then I was reading this awesome book about D-day, and how it is suspected that the allies won because Eisenhower made all these awesome plans, and then just let the guys in the field wing it on the day, whereas Hitler micro-managed and delayed the response. And I thought “that would be a good game”. Imagining the Allied generals biting their fingernails watching it all go pear shaped… I look on it as a real strategy game, not a tactics game.

RPS: Saddam Hussein sim, like a dictator sim? The opposite of Democracy. eh?

Cliffski: Yes, it was like the opposite of my ‘Democracy’ game. You were Saddam, and you had to crush dissent, balanced against angering your foreign oil export partners. I’ll still make it at some point. Being an evil dictator is just a finely balanced sim game.

RPS: I designed a dictator pen and paper RPG when I was a kid, based on old military hardware annuals and maps of the world. I forced my mate Tim to play it, but he preferred D&D. Definitely some mileage in that idea, however.

Cliffski: It’s amazing nobody has done it, or done justice to it.

RPS: So how does GSB play out then? I assume there’s some larger campaign?

Cliffski: You assume wrong. That’s in some ways, the whole point. Take a game like Galciv II or Sins of a Solar Wossname… they take AGES before you build up enough resources and enough ships and money to actually have a big space battle. GSB is like spacebattle porn, without all the foreplay of empire-building. Although it would work well if it had a traditional 4x built around it.

RPS: So you get to build what – individual ships, fleets? And let them duke it out?

Cliffski: Yup, there is a ship builder, all the ships are modular, and the game is basically a series of battles against AI fleets, where you place formations of ships, give them basic orders etc. You can also challenge other players online, in a sort of asynchronous PBEM style.

RPS: Ooh, excellent, I used to love those.

Cliffski: Well I think its the indie holy grail. No indies do anything multiplayer because lets face it, we sell a handful of copies so nobody is online. Asynch PBEM solves that entirely.

RPS: Did you realise that was how it was going to work early on?

Cliffski: No not at all. The design morphed as I went along. I’m sure it will morph more during beta too.

RPS: Is that generally how you work, allowing it to grow organically?

Cliffski: Oh absolutely. No game I’ve ever made has stuck even vaguely to it’s design, although Democracy was closer than most. The first version of Kudos was set in Slough, and was meant to be about psychology and fighting off insanity and depression.

RPS: There need to be more urban insanity games, it’s not well explored in game design. GSB seems pretty heavy on the art assets compared to your other games, was that a big issue?

Cliffski: It was in terms of cost, because I use a proper artist for stuff like that. Although I end up tweaking and fiddling and adding lots of stuff myself. It all takes ages.

RPS: How do you go about finding an artist for such a specific task?

Cliffski: I spent ages trying to find the right guy, got a lot of quotes from different people, ended up going with someone who was pretty expensive, based upon how detailed his work was. Most 3D artists are used to doing low poly stuff, and I use pre-rendered sprites so they can go ballistic with the poly count. I did experiment with off-the-shelf models, but they were shit.

RPS: But is there like an secret indie dev talent market for this stuff? Or do you have to track down specific artists?

Cliffski: Well indies really do talk to each other regarding recommendations. Finding someone who is good is easier than finding someone who is good and also reliable. Artists that work for indies are often very unreliable. I ended up getting my nebula artist by trawling Google for images and finding some guy on a forum working on a freeware version of Masters Of Orion.

RPS: So how has the experience of this ranked against the development of your other games – harder/easier/more or less fun?

Cliffski: Much, much, much, harder, because the code is awesomely sprawling, and I’m doing it all. Much much much more fun, because I get to play with exploding spaceships all day. I’m sure for some people, some days I have the best job in the world. I literally sit there and design huge laser cannons for space cruisers. What could be more fun? I can also go see the Star Trek movie on expenses, legitimately.

RPS: So what’s next in the process, you’re talking about a beta? What flavour of beta is it?

Cliffski: This is meant to be relatively low key. I need to get people playing the game, because its a game where everyone has ideas on what direction it should go in, and I’m all ears. It might be in beta while, the same way Mount & Blade and Dwarf Fortress worked.

RPS: Will everyone be able to get at the beta, or just pre-orderers?

Cliffski: Right now its pre-orderers. I’m not a big fan of open betas. I joined the Pirates Of The Burning Sea one, and I quit after a day, without leaving any feedback. I think if its a pre-order beta, you get more of a dedicated playerbase who will help improve the game through suggestion.

RPS: Yes, that’s probably true.

You can pre-order Gratuitous Space Battles here. And we’ll be investigating it more thoroughly later this week.

Obligatrailer:

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95 Comments »

  1. ShiroGamer says:

    good read

  2. Mad Doc MacRae says:

    I wish the pre-order model worked a little more like M&B and didn’t start at $20. I’d probably pull the trigger at $10, but I’ve made several unsatisfying impulse buys (not through impulse tho) lately and I’m feeling gun shy.

    Still very excited for this.

    And for SimHussein.

  3. Joe says:

    We haven’t had a decent PBEM game since Laser Squad Nemesis. Ace. I have a strange feeling that this could be a serious indie sleeper hit – as long as the game balance is right. I keenly await.

  4. Xercies says:

    If theres no overarching campaign then i don’t think I’ll get this one…

  5. rocketman71 says:

    Looks nice.

    When are we getting Gratuitously Aggresive Comments?

  6. Mark says:

    It’s out now! Get it, get it, get it!

  7. Beastman says:

    I’m not a big fan of open betas. I joined the Pirates Of The Burning Sea one, and I quit after a day, without leaving any feedback. I think if its a pre-order beta, you get more of a dedicated playerbase who will help improve the game through suggestion.

    On one hand I understand that logic, but on the other by having a completely open beta you would still get the feedback from the dedicated playerbase, as well as feedback from players who may be slightly less dedicated (or don’t have a free $20 laying around) but who are otherwise still interested.

    Not to mention open betas can attract attention from people who may otherwise be uninterested. If you had enjoyed Pirates of the Burning Sea, for example, you likely would have stuck around through the beta, and perhaps even purchased it afterward. You evidently didn’t, but overall no harm was done to the company by giving you a key to try it out.

  8. cyrenic says:

    PBEM multiplayer? That could be interesting.

  9. bansama says:

    I wish the pre-order model worked a little more like M&B and didn’t start at $20. I’d probably pull the trigger at $10, but I’ve made several unsatisfying impulse buys (not through impulse tho) lately and I’m feeling gun shy.

    Pretty much my thoughts too. I’d certainly be tempted to pick it up in a beta state at half the current price, but $20 for a currently unfinished game which may change between now and its release to something that is not what I intended to purchase, is too much of a deterrent to want to buy it now.

    I’ll wait ’till after it’s released and then decide whether I want to purchase it at that asking price or not based on the final product. Sorry, Cliffski. It’s nothing personal, I just don’t want to potentially wind up wasting money.

  10. Tam-Lin says:

    I just bought it. Even if it sucks, which I doubt, I’m supporting an indie developer who is doing all the things people ask for: lower prices, no DRM, etc. We should want people like that to survive.

  11. TotalBiscuit says:

    $20 is hardly something to tip-toe around. That’s 13 quid, pocket-change, less than half the price of a full retail release with the added warm-and-fuzzy feeling of supporting an Indie developer with 100% of that cash, quite literally, paying their wages.

    That said, you are paying for a beta, a real beta, warts and all. It’s nice to be an active part of the development process and show one’s support, particularly when Cliffski’s other titles are good, (though niche).

  12. The Innocent says:

    I’ve been looking for more PBEM games, since so many of my friends are busy enough that our free time doesn’t overlap that often, so a pre-order is something I’ll definitely consider. Right now me and my friends mostly play Dominions 3: The Awakening by email, and that’s amazing fun. If anyone is looking for a good PBEM game, I’d recommend giving the demo a try.

  13. Frankie The Patrician[PF] says:

    2TotalBiscuit:
    you richy rich! Ergh…anyway, I know what you mean but I’m more fond of supporting Dave Gilbert of The Shivah/Blackwell fame than Cliffski, sorry man :) But I DID buy Kudos over Impulse and now I have an accomplished, materialistic Chef with 61 500 quids over at Le Manor Formidable in a gay relationship with W. Charton (didn’t see that coming, haha) with a 800 quids car I can’t use, because I haven’t finished my driving school yet (oops). Splendid!

  14. jalf says:

    @TotalBiscuit: Ah, I love being told what I should think of the price of a product. ;)
    Perhaps, if you’re going to dictate what is and what isn’t a fair price, you’d like to also buy the game for me? ;)

    $20 is most definitely something to tip-toe around if, for example:
    - You’re broke already, or
    - You’ve already spent too much money on games this week/month.

    Which isn’t to say that the price is (or isn’t) “unfair”. Just that if it’s more than some are willing to pay, then it is more than they’re willing to pay, regardless of whether or not it is pocket-change for you

  15. dadioflex says:

    “I just bought it. Even if it sucks, which I doubt, I’m supporting an indie developer who is doing all the things people ask for: lower prices, no DRM, etc. We should want people like that to survive.”

    Even if it sucks? Why?

    Tower Defence with spaceships is an intriguing way to describe it, and has me more interested than I was. The ship designer is going to be of limited interest if you’re just slotting pre-made components into pre-rendered sprites. Will there be the ability to use custom-designed ship sets? I think you all know where I’m going with this…

  16. Mad Doc MacRae says:

    TotalBiscuit – I don’t mind being part of the creative process and dealing with warts and stuff. I don’t even mind paying money before getting something. But M&B gave me a product right away and started at $10. Why not start lower to reward your early adopters and also give yourself a little more room to ratchet it up later?

    (And I’m in college so the difference between 10 and 20 is appreciable).

  17. TotalBiscuit says:

    @jalf £13 should be pocket change to anyone who spends any degree of time leaving comments on websites about a luxury hobby. If you’re broke, gaming probably isn’t something you should even be considering.

    Sorry, but I get riled whenever I see people spending their time bitching about games which are far below the average price, reinforcing the idea that PC gamers are skinflints, prone to piracy and whining, their own worst enemy.

  18. bansama says:

    £13 should be pocket change to anyone who spends any degree of time leaving comments on websites about a luxury hobby. If you’re broke, gaming probably isn’t something you should even be considering.

    Perhaps you should try raising a family, paying your children’s medical fees, schooling fees, food, for the roof over their head and so forth, before you start judging people. Gaming is no more a “luxury” hobby than anything else is these days and people can spend as much or as little on any hobby they like. That does not make them “skinflints”.

    More to that, perhaps you need to stop judging based on price alone. There could be any number of reasons why forking out $20 for a “beta” of a game in the hopes that the final product will be worth it, is undesirable to potential purchases. Not just their net worth.

    I’ll happily fork out $50 for a final product that I know I will enjoy, but that in no ways mean I am prepared to pay half of that (or slightly less) for an unfinished product (whether released or not); been there. Done that. Got burned. Not again.

    You need to stop looking at everything with the same narrow minded view.

  19. Joe says:

    http://en.wikipedia.org/wiki/Subjective_theory_of_value

    Do I take it that the beta is playable right right now? Sounds like a good enough deal to me. (To me!)

  20. Kieron Gillen says:

    (In passing, in a state the obvious way, think-about-the-economics-way: Mount & Blade’s team are based in Turkey)

    KG

  21. TotalBiscuit says:

    @bansama – “Perhaps you should try raising a family, paying your children’s medical fees, schooling fees, food, for the roof over their head and so forth, before you start judging people.” – Maybe you should stop assuming that I don’t before judging me. Rather hypocritical of you hmm?

  22. bansama says:

    Maybe you should stop assuming that I don’t before judging me. Rather hypocritical of you hmm?

    Don’t like a taste of your own medicine, hmm? Or in other words, if you don’t want to be judged, don’t judge others.

  23. Nimic says:

    I remember an old-ish game (I just had the “demo”), where you had a top down view of a space battle, and you controlled one or several (can’t quite remember) ships. The graphics were very simple. It was sort of turn-based, in that you decided what to do, shoot here, fly there, etc, and then it acted that out (so you could end up shooting at nothing or alternatively shooting at that stupid enemy who decided to fly into your shots).

    I can’t remember the name, so even though I’ve been desperately searching for it on the web I haven’t found it yet.. and I doubt I will.

    Sort of off topic, but this got me thinking of that. Off topic aside, it looks interesting, but there might be price issues. I’ll consider it. I would like some sort of campaign or just a relatively simple game that was built around this, though.

  24. TotalBiscuit says:

    @bansama that’s a nice way of dodging your hypocrisy and blatant lack of facts at hand.

    Fact – Games are a luxury. Can’t afford games comfortably within your budget? Then try spending it on something more responsible until your income does allow for such things. But please, spare me the bitching and whining about a cheap indie-developed game. Save your ire for something that’s actually over-priced, ie. Modern Warfare 2.

  25. Vinraith says:

    Ordered. I have no idea when I’ll actually have time to play it, but I’m happy to support an indie developer working on something this promising. All the more so when I’ve really enjoyed several of his other games (most of which I got on dirt-cheap sale).

  26. Kieron Gillen says:

    Calm, gentlemen. Gratuitous Space Battles, yes. Gratuitous digs at one another, no.

    KG

  27. Snuffles says:

    I’m annoyed by their lazy approach to multiplayer. Otherwise I’m pretty happy with what I see.

    -Snuffles

  28. Nimic says:

    That said… some of those “action done” sounds were quite annoying. The clicking sound is fine, but that sort of bleep every time you changed something on a ship could get tedious.

  29. Vinraith says:

    “Lazy approach to MP?”

    I think it’s rather brilliant, actually. It’s a hands-off game in the combat phase anyway, why require players to both be present at the same time? Honestly, while I still care far more about SP than I do MP, this is that rare MP mode I might actually play because it doesn’t involve time commitments and schedule coordination.

  30. cliffski says:

    “The clicking sound is fine, but that sort of bleep every time you changed something on a ship could get tedious.”

    You can change UI sound volumes separately from the battle sound volumes under options. I find it hard to find any UI sounds that aren’t annoying too :D

  31. Nimic says:

    I said I was going to consider the price, but I’m a weak person, and a sucker for (gratuitous) space battles to boot, so I just bought it (well, pre-ordered, but paid for).

    How long will it take before I can download and start playing the beta?

  32. Vinraith says:

    @Nimic

    Err, open your email. You can already download and play it.

  33. Nimic says:

    Sratch that, I just got the mail. That didn’t take long at all. Decent speed on the download as well (~360kb/s), so all is well.

  34. Lintman says:

    I was a little disappointed that there’s no campaign at all. I wasn’t expecting GalCiv II or SoaSE, but some larger context like in, say, Defense Grd: The Awakening would be nice.

    Has anyone here played Wierd Worlds: Return to Infinite Space? Some of the shots of the ship designer reminded me of that game.

  35. Tim James says:

    Loved the conversational interview tone. RPS sounded like they just woke up from a killer night at the bars. “So, what is this game I’m asking you about?”

    Cliffski since it is asynchronous PBEM, you should add some gratuitously annoying ponzi scheme to it like the

  36. Vinraith says:

    @cliffski

    I agree with some others that it would be nice to see a larger context for these battles, but I think perhaps the best way to do that would be to create a strategic context. Create a strategic layer, some kind of basic galaxy map or something, and have each of the battles have significance in that larger context. It doesn’t need to be anything as involved as a 4X game, it’d just be nice for the battles themselves to have some larger consequence. Take a note from, say, Close Combat back in the day. Losing shouldn’t mean reloading the game, it should represent a setback in that particular theatre.

    It’s just a thought, but I do so love a small-scale strategy game with larger scale strategic consequences and context.

  37. suibhne says:

    How is it, beta monkeys? Do tell. I’m in the mood for a tower defense fix, and this might be close enough.

  38. suibhne says:

    And re. the TD comparison – if it really works a bit like a TD game, then it doesn’t really need a larger context. A storyline might be nice, like Defense Grid handles so well, but there doesn’t need to be another layer of gameplay if the fundamental mechanics are sound.

  39. Vinraith says:

    I wasn’t suggesting it was “needed,” just that if the game were to be in a long beta and eventually developed into something larger that’s the direction I’d like to see it go. Storylines are fairly useless in games like this, IMO. Strategy games in general are pretty lousy story telling devices (and yes, I can already hear the bottles hurtling towards my head, but it’s still true IMO). Would Defense Grid be any less fun if it didn’t have that tacked-on story line? I certainly don’t think it has any impact on my enjoyment of the game. I hate to see resources that could be put towards interesting gameplay mechanics wasted on attempts to tell a story with a game-type that doesn’t really naturally do so.

  40. Vinraith says:

    Or to put that another way, strategic context and consequences create their own story far more naturally and effectively than any tacked-on voice overs and cinematics ever could. Plus, it’s actually YOUR story that way, instead of someone else’s.

  41. JonFitt says:

    PBEM could be a winner on RPS.
    Is the file you email essentially a battle plan which anyone with the game can open and test their own battle plan against? The reason I’m asking is: if one were to post a plan/file on the RPS forum, could everyone have a go at beating it, or just the intended recipient?

  42. Vinraith says:

    @JonFitt

    Have a look at this:

    http://positech.co.uk/cliffsblog/?p=306

  43. JonFitt says:

    @Vinraith You could always just imagine some scenario around your Gratuitous Space Battles. GSB Role Play. Or perhaps something like the Sims 3 homeless diaries.

  44. Vinraith says:

    @JonFitt

    Indeed. It was just a thought for a direction, I’m perfectly happy with the basic game at this price. :)

  45. cliffski says:

    My original plan was for each battle to be fought over something incredibly trivial, like a parking ticket. I enjoyed the battles fought by the dwellers in Iain Banks ‘Algebraist’, where they fought huge space wars over who gets to fly a red pennant from their ship when they go racing :D

  46. JonFitt says:

    @Vinraith Sounds like there might be the possibility to pass around an offline challenge.

  47. Gap Gen says:

    I think it’s fair to say “I won’t buy this if it’s over £x.” Prices are all about what someone is willing to pay – that’s why you get £5 jeans and £500 jeans, for example, which translates to things like Special Editions in games. The developer has to guess which price will maximise their earnings and hopefully turn a profit.

  48. Vinraith says:

    @cliffski

    That’s brilliant, actually, and certainly fits with the title. I suppose what I’m saying is that if the battles are over, say, who gets a parking space, I think it’d be neat to be able to see/fight over the entire lot a space at a time. :) Maybe at that point it’s no longer gratuitous, though. Hmm.

  49. Vinraith says:

    @JonFitt

    That’s certainly what I got out of it. This kind of no-commitment MP really has a lot of appeal, to me.

  50. Torgen says:

    Cliffski and Mr. Park should collaborate (or rip each other off!) :D

  51. ArtyArt says:

    Hmm. So if there’s no campaign or somesuch, how exactly will the game manage to hold up singleplayer interest in the long run? Anything to keep the player coming back for more? Achievements, maybe? And yes, I do know those things are much hated in the internets or by “serious” gamers or whatever, but it could quite possibly motivate some folks to go and fight those wonderful space battles over and over again. (I have to admit I do like Demigod’s achievements. Or rather I would like them if they weren’t broken.) Plus, it might feel like a more “honest” way to keep the lone player playing than a campaign (which I wouldn’t be too fond of either). Ah well…

    Impressions, beta people!

  52. Vinraith says:

    @ArtyArt

    There are mutliple difficulty levels for each battle type, and it looks like there’s an unlock system linked to winning battles and whatnot, so there’ still a “progression” of sorts with reason to continue playing to collect snazzy new weapons and such.

  53. Shalrath says:

    But can you NAME your ships? ;D

  54. Morberis says:

    @Shalrath

    Yes you can, you can name the class as well as the individual ship.

  55. Mil says:

    If the ships are pre-rendered sprites, why not go for a 2D artist? (instead of a 3D artist as it seems cliffski did, given the talk of poly count).

  56. sebmojo says:

    Cliffski, you should whip up a syntactical casus bellum generator “the [unjustifiable aggression] of the [filthy tentacle beasts] has led them to [pollute our space] with their [noxious pseudopodia]. This will not [stand]!”

  57. bla says:

    What does he mean with PBEM multiplayer? You set your formation online and let it waite for an other player to do the same against you and then even if you’re offine they fight? And you get replays or something?

    Pls explain someone, it looks pretty cool, and multiplayer makes things always more fun I think.

  58. Nimic says:

    Eh! Spent some time designing ships and putting them up for the first battle, and the game crashes when I click to start the battle. That’s… disappointing.

  59. Nimic says:

    Went to windowed mode, and it worked. Until I destroyed my first Cruiser, at which point it crashed again. I suppose I can’t expect much else in a beta, but I’m wondering if I’m ever going to get to play a challenge before the game is released :x

  60. Larington says:

    PBEM – Play By E-Mail. Basically, you’d e-mail a small file to eachother (Or just one way, I suppose it depends on how its setup) and then the results would be run for you. Since it seems to be a give orders then click for cinematic game, the results of all your choices can be easily put into one file for each player and then the game can load those file(s) to output the battle results.

    Does raise the question if two separate clients would play out the battle in exactly the same way though, different system specs and all that jazz. (I remember one of the puzzles in 7th Guest being harder to win on faster computers)

  61. cliffski says:

    there is a tragically common bug which is fixed thus:
    go to options, turn off ‘menu battle’ and then quit to the menu, then exit the game, and restart.
    it works fine then. Its all my fault :(

  62. TheSombreroKid says:

    i am agree with vinrath, if this had a meta game, it’d be pretty awesome, as it is it seems a bit thin, it would be good if it was like a list of strategic battles throughout a whole war and winning earlier battles made later battles more or less difficult and stuff. but in the pbem game you and your friend would be fighting all the games at the same time meaning, it’s pretty complicated but i think it’d be awesome.

  63. Rich_P says:

    AI War and GSB all in one week? Nerdgasm. (If nothing else, I’m a sucker top-down pre-rendered sprites set in SPAAAACEE.)

    Can’t wait for the retail release Cliffski.

  64. Taillefer says:

    Nimic,
    Could this be the game you mentioned? Critical Mass. It was rather fun.

  65. Nimic says:

    Taillefer,
    Crikey! I can’t be completely sure before I try it out, but it certainly looks familiar.

    Cheers!

  66. Weylund says:

    Indeed. I’m looking forward to it.

    Speaking of cash monies, I’m currently holding back on $5 for Time Gentlemen, Please!, so $20 is very much out of my price range. Contracting has many, many perks, but constant (or even assured) cash flow is not one of them. Also, I have kids who use roughly the GDP of Ireland in diapers every week, so most of the money I manage to grab away from people ends up being stolen by Darth Poop, evil dictator of crap.

    (He’s an enemy in that new MMO, by the way. He speaks in rhyme and performs nude physical comedy. He drops purples, though, or so I hear.)

  67. Xercies says:

    @Vinraith

    I still think the battles could get a little tired after awhile without any thing spurring you on. I just wonder how random the space battles are if they change nearly everytime it could be fun, but if its something under that number well it could get old after awhile. One of the things I loved about Democracy that it was different every time.

  68. suibhne says:

    @Vinraith: “Would Defense Grid be any less fun if it didn’t have that tacked-on story line?”

    Arguably, yes. At least for the first encounter with the game, as you’re getting to know the game mechanics and effective tactics, the AI assistant’s speech and personality are a major draw. They’re also a great vehicle for hinting at the game’s backstory and the nastiness of the aliens. Now that I’ve played the game and am exploring the challenge mode, I don’t have any further use for the game’s threadbare narrative, but it was genuinely appealing on my first runthrough.

  69. JonFitt says:

    Naming your own ships, excellent!
    Prepare to be ravaged by the ROU Jello Shot, and GCU Casual Application Of Farce.

  70. Man Raised By Puffins says:

    I had no qualms buying into this Gratuitous Space Beta, as I was set to buy the game regardless.

    It’s rather good fun, despite the rough edges. My biggest issue at the moment is probably that the initally learning curve is a touch steep. As far as I can tell, the first battle is unwinnable with the stock ships and substantial tweakery is required to get that first taste of victory. Still, failing so many times makes that first taste all the sweeter.

    @ JonFitt: Pleasingly, the auto-generated ship names are already very Culture-y (if not lifted straight from Banks).

  71. Sam says:

    If I knew this was going to work on my Eee I’d have bought it already. Since it might not, I guess I’ll have to wait till the demo’s out.

  72. bla says:

    btw, reminds me a bit of nodedef: http://www.node-def.com/ it is in free beta and you have to design your own virus to let it battle against other online players. Much fun, only very few players tho, my guess is GSB will de quickly because it ain’t as much fun to built spaceships if the only way to test them is a cpu AI, nut maybe PBEM is a good solution, let’s hope so.

  73. Some Guy says:

    This game is bloody hard and gratuitously brilliant.

  74. Kommissar Nicko says:

    Maybe I can get my friends to play this. There’s something romantic about painstakingly designing your fleet and sending it off to die. It’s like raising a child, I imagine. You even get to name it.

  75. Ashbery76 says:

    This game is crying out for a 4x campaign mode.

  76. Flappybat says:

    The biggest problem I have is that you come into every mission with no idea what to expect until you send them all out there and then find out that they missile heavy and you have no point defense. You can’t plan for a battle with no intelligence about the enemy, unless I missed that bit.

    And it takes a very long time to get to the menu even on my beefy computer, boo.

  77. Railick says:

    I will certainly be looking out for Sadam Husim in the future, will probably pre-order this once I get my F@#$@# internet back at home.

    As far as a possible meta-game goes I think it would be enough just to have a commander stat page that had a ton of stats as, how many ships you’ve lost, how many ships you’ve destroyed, how many battles you’ve won and lost. How many commands you’ve given (pre-battle) how many ships you designed and then have stats for each ship design (how many times they’ve been destroyed how many times they’ve destroyed another ship of type X ect) It would be pretty easy to get those stats from the battles and would provide a sort of meta-game as you attempt to build your stats ;) Then you just make a way of put your stats online maybe through the website or as a forum sig or something so people can brag about how good (or horrible) they are at being commander.

    This game reminds me most of Battleships Forever http://en.wikipedia.org/wiki/Battleships_Forever Which allows you to create your own ships and use them in sandbox mode. Only in this game you can actually control them as well as design them.

  78. Railick says:

    Kommissar Nicko – I would think that is NOTHING like raising a child since the fleet gives you no feed back and you have some actual control over it ;P Raising a child is more like you tell them X Y Z then do A B C and don’t realize until AFTER they’ve F@#$@ed up that you were right about X Y but wrong about Z Because you’re human too and can make mistakes. Where as building a fleet you have control over every little detail and when it ends up being exploded it is no one’s fault but your own (and if your kid gets exploded it is generally their own fault and there was nothing you could do about it but trying to warn them against blowing themselves up)

  79. BrokenSymmetry says:

    Ah yes, naming my own ships will make me by this!

  80. Caiman says:

    I have to say I love the idea of the petty arguments leading to war. I like Submojo’s suggestion, but another might be to have a mini competition where everyone comes up with say 100 petty reasons for a conflict and use that randomly as an opener to each battle. For example, “The Jello Empire is outraged to learn of the jelly-wrestling competition that you held on Tau Ceti III last week. Their disgust at your disrespectful treatment of jelly has boiled over into WAR!”

  81. Railick says:

    How about a war fought over how many licks it takes to get the center of a tootsie pop :P

  82. JimmyJames says:

    I may have missed this somewhere, but I’ll ask anyhow – are the battles randomized enough to make it worth replaying, or is it just a series of pre-determined fleets to work through?

    The biggest problem I have with tower defense games is that the levels are always the same, so once the puzzle is solved, there’s little incentive for me to go back again. If they were pretty random challenges I’d be a lot more inclined to spend more than $5 on them – here’s hoping this is one of them!

  83. Ginger Yellow says:

    What? No “Say more words?” I’m outraged.

  84. malkav11 says:

    No dictator sim? What d’you call Tropico, then?

  85. bansama says:

    Save your ire for something that’s actually over-priced, ie. Modern Warfare 2.

    Overpriced? Hah! Try living in other parts of the world. MW2 is *still* cheap in comparison to most games sold outside US/UK (and even the EU). And again, way to miss the point that it’s not the cost that is the issue, it’s the unfinished product and the idea that you have to pay the full RRP for it in that state.

  86. pirate0r says:

    @Cliffski, you’re now $23.84 CND less poor. You don’t have to eat cat food any more, disaster averted yay!

  87. idmmao says:

    I got about halfway through this article still wondering why Cliff Bleszinski was doing indie games suddenly and why everyone was shortening his name.
    As far as a nebula artist, I am not a lawyer, but the fourth paragraph of http://www.nasa.gov/audience/formedia/features/MP_Photo_Guidelines.html seems to imply that you could use genuine NASA nebula pictures if you want. I imagine you looked in to this, am I interpreting it incorrectly?

  88. Man Raised By Puffins says:

    @ JimmyJames:

    I may have missed this somewhere, but I’ll ask anyhow – are the battles randomized enough to make it worth replaying, or is it just a series of pre-determined fleets to work through?

    At the moment it’s a series of pre-generated fleets to work through. I’d hazard that a fair chunk of the game’s longevity is going to come from the PBEM challenges, but a randomised battle generator would be a nice addition.

    @ Ashbery76:

    This game is crying out for a 4x campaign mode.

    It really isn’t. The campaign certainly needs a bit more meat tying it together though, perhaps something along the lines of the meta-game Vinraith is suggesting.

  89. Basil says:

    Shouldn’t it be Obligo-trailer?

  90. TC says:

    As someone who loved ROTJ just of the few seconds of Star Destroyers and Mon Cal cruisers slugging it out I can safely say that $20 on its way to you as soon as I get home Cliffski.

  91. mrrobsa says:

    Looks fun and ‘splodey! The laser strewn battles look great. I agree with others that it’d be nice to have some sort of goal/progression system, since I’d probably play a lot of single player.
    The trailer needs a bit more bombast, but I suppose that might not be ‘final’. Were the ‘wipe’ edits a deliberate Star Wars homage?

  92. Sovietmudkipz says:

    14.95$ at most. anything more and I’m turned off by it, for an indie game at least.

    Based on the video, I’d be happy with 15$ (and, 20$ for mount and blade). A shame, I’ll have to wait until a price drop.

  93. Rei Onryou says:

    I’d love to see a Tom Francis diary (a lá Gal Civ 2) detailing his Gratuitous Space Battles in GSB and the stories he would conjure up to justify the battles. Would make a great piece of marketing.

  94. Tei says:

    I have buy the game, and I have started to explore it. I feel like one of the first players of Mount & Blade, using a early version of something that later was great.

    GTB (or 678 if you use a hard-to-see sci-fi-ske font) is a game where you visit the main menu often. The gameplay hang from there, like no other game ever.

    My first battle whas somewhat disapointing, because (on my copy) theres not battle sounds. I could be because on the void of space you can’t have sounds. Or because Cliff can’t or don’t want these sounds, or because my computer can’t handle the load. Either way, I miss these sounds.

    I like the battles, feel how I suppose a homeworld-ish battle sould look.

    For a game where the inteface is the first thing and most important, is not good enough. Numbers are show as …number. I would have been better to use something more apparent, like a gold rock for x1000 and a silver rock for x100 and and a copper rock for x1. 140, 60.. all these number look the same, with others numbers around, etc.

    The interface for drag and drop ships may benefict from some enhancement. I really miss a option to “place and clone” to place a serie of ships fast (like 60). Having to place manually 60 ships from the table is tedious. The table where you pick the ships use only the hull icon, so is “misterious” to pick the right one ship. Only the “onrollover” title that appear wen you place there the icon show what ship is what.

    Battles start unceremoniously, that is Ok, but also end unceremoniously and thats less ok. Stats are again kind of a misterious numbers soup.

    Everything is Ok, high quality, what you expect from a classy Indie developper. But Is beta, and it shows, or maybe is me.

  95. samyotix says:

    @Arty:

    Thing is, you want to try to beat each level with as small and cheap a fleet as possible. If you win, you get an amount of Honor Points, based on how cheap your fleet was.

    So … If you beat a certain level with 5 cruisers at 2900 points each, and the max is 15k, you’ll get gew points. if you manage to beat the same level with 5 fighter wings worth 1200 each, and maybe one cruiser used as a carrier to repair fighters, that’s a lot less points and therefore a lot more honor. The campaign has some 8 or 10 levels with 3 difficulties each, some you won’t run out of things to do.

    Just unlocking the estimated 50+ extra ship components, some 20 ship/fighter hulls, and playable races, you’ll have some experience.

    Once you have them all, why not strive to perfection? I spent most of yesterday evening in the second “endless battle” challenge where the waves just keep coming. I made some 30.000 points with my initial ships, decided to use different ones … got to like 43.000 points after four tries. I posted that score online but the lowest one that’s showing in the online statistics is 85.000 … so it’s back to ship design *g*

    The various races are nicely different from each other, with different special weapons (e.g. the Empire gets a better beam laser, Tribe has good short-range guns …) so even if you’ve won the entire campaign, it’s fun to just try the same level with a different fleet. The balance is not always perfect though: Using fighter squads instead of cruisers seems a bit too powerful in some of the levels that allow fighters.

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