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Jumpgate Evolution Dev Interview, Dogfighting Video

Massively recently interviewed Hermann Peterscheck, a producer for NetDevil's upcoming space-fighter MMO Jumpgate Evolution. He talks about the UI and the huge level of customization, as well as basic flight and zone design. Also available is a video showcasing space combat inside an asteroid belt. "We're still sort of working on [ship progression], but the idea is that you pick your first ship at level five, which is about an hour or so of gameplay. Basically there's sort of forks, so you start out in kind of a beginner ship and then there's like fighting types of ships, mining types of ships, cargo haulers and within that there's sort of sub-classes. So like, there's light fighters, medium fighters, heavy fighters, bombers. There's haulers that carry a lot of stuff, but move kind of slowly and there's haulers that carry lost stuff, short little courier shuttles that move really quickly."

5 of 66 comments (clear)

  1. Dogfighting? I think not... by Shrubbman · · Score: 3, Informative

    When I hear of space fighter dogfighting I'm expecting to see something I can pull out my old underused Logitech Attack 3 to play, something with a damn cockpit view. That trailer does NOT deliver the goods I'm looking for in a space shooter. Boo.

    1. Re:Dogfighting? I think not... by Bios_Hakr · · Score: 3, Informative

      If you really want to exercise that joystick, take a look at Falcon: Allied Force.

      Cheap game. No DRM of any kind. No CD needed to play. Huge online community.

      --
      I'd rather you do it wrong, than for me to have to do it at all.
  2. Re:I don't think so by cowscows · · Score: 4, Insightful

    Two of your complaints are valid, but seriously, would you enjoy playing a game where the only sound you hear is your pilot shifting around in the cockpit?

    --

    One time I threw a brick at a duck.

  3. Re:I don't think so by TheLink · · Score: 3, Interesting

    If I made a fighter spacecraft or aircraft, I would also use audio to convey information.

    If a fake sound helped identify the type of craft, I'd use it.

    If a fake doppler sound effect rapidly helped convey that something is approaching (whenever fake sound is played it ascends in pitch) or leaving (descends in pitch), then I'd use that too.

    I'd make a fighter spacecraft be able to shoot in almost any direction - in a vacuum you can shoot stuff sideways or backwards without the atmosphere causing "inconvenience".

    BTW, I've always thought it might be interesting to have network equipment make sounds that are correlated to what they are doing - via say network monitoring software. Then a sysadmin could get used to a "normal baseline sound", and one day maybe the sysadmin might just detect that something is not quite right, way before things go belly up, and before the conventional warnings come in.

    --
  4. Re:I don't think so by bigstrat2003 · · Score: 3, Insightful

    Why would it necessarily be a bad thing?

    Because it would sound boring as hell.

    Realism isn't the enemy of fun, it can even enhance it.

    Realism is not the enemy of fun, but blindly applying realism is. I cringe every time someone cries that something in a game isn't realistic. It's not supposed to be realistic, it's a game. It's supposed to maximize fun, not realism.

    --
    "16MB (fuck off, MiB fascists)" - The Mighty Buzzard