Developer Diary Part 1: Design Foundation01 Sep
Rogueship was born like a star: from nebulae of fusing elements.
Space trading simulations come from a universe of Commodore 64 and BBS games, with text-based interfaces and methodical, condensed gameplay. While latter-day incarnations tend to be sprawling conquests, there’s something elegant about the short, pure form. It’s easier to imagine a story for ourselves when we play games that are more abstract, and good games will provoke you into doing it unconsciously.
The iPhone is a great fit for this philosophy. Try to develop something too rich and there’s an uncanny valley effect, but if you play to the strengths of the touch interface, design expectations, and player habits, it can enhance the summary experience for certain genres, styles, and designs.
So that yields the design motives behind Rogueship. Reaching the perfect gameplay balance may be like colonizing Mars, but there it is and here we go.
Read Part 2: Gameplay Foundation
Read Part 3: World Foundation
Read Part 4: Commodities
Read Part 5: Combat
Read Part 6: Events


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