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The game made it to the final but didn't win an award.įTL also reached the finals at the Game Developers Conference 2012.
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They planned to introduce the game to a larger audience for the first time at this festival. Only when the Independent Games Festival approached in time did they start designing the game graphics. In addition, the failure brings the player further, as he learns to better assess the events on the next round.Īt the beginning of the development the game had only rudimentary graphics, since the focus was initially on the game balance and mechanisms. The game should offer incentives to start a new game immediately if the previous one has failed. Super Meat Boy is a positive example for the developers of a game that is difficult but not frustrating. This should be achieved with a probability of only 10% of success. The goal of the developers was to make the game feel like a suicide mission. The game idea was inspired by board games like Battlestar Galactica and space flight simulations like Star Wars: X-Wing. They left 2K Games in early 2011 to work on developing FTL. Both are former employees of the 2K Games development office in Shanghai. However, it is possible to unlock new spaceships for special events, which can then be selected during the next game round.įTL was developed by Subset Games, consisting of Justin Ma and Matthew Davis. Saving is only possible when exiting the game, there is no provision for intermediate storage. If the player dies, he cannot load an old game, but has to start all over again. But the rewards also increase as you further explore the sectors.įTL is based on the principle of permadeath, which is typical for rogue-like games. The further the game progresses, the better equipped the enemy ships are. As a reward for winning a battle, the player receives a random number of resources. A battle is won when either the opposing spaceship has been destroyed or the last crew member has died. Furthermore, the player has to decide which enemy systems he wants to attack and with which weapons. During a fight, the player must decide which systems to activate, taking into account the energy available. The space battles take place in real time, but can be paused by the player to make tactical decisions.
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These events usually lead to a fight with an opposing spaceship. It is possible to receive resources and / or team members or to buy from a dealer using the resources collected. As the rebel fleet is getting closer and closer, it is impossible for the player to explore all waypoints in a sector.Ī text-based event takes place at each waypoint. With the FTL drive, the player-controlled spaceship can jump from one waypoint to the next. These are interconnected the path through the sector is freely selectable. Systems that are not preinstalled on some spaceships can be purchased from a dealer later in the game.Īfter starting the game, eight sectors are randomly generated, each containing about 20 waypoints. By occupying the rooms with a team member, the functions of the system can be improved (faster reloading, better chance of evasion, etc.). The rooms are equipped with various system functions, such as weapon systems, shields, propulsion, etc. This houses a crew and consists of several rooms that are equipped and arranged differently depending on the ship. The object of the game is to reach the Federation base before the rebels and eliminate the rebel mothership before it can reach this base.Īt the beginning of the game the player chooses a spaceship. In FTL the player controls a spaceship whose crew has to bring a data packet to safety from the rebels.
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