Iron Tower Studio Colony Ship Game Design Update #9

The latest design update for Iron Tower Studio’s upcoming colony ship RPG offers a better look at the locations of the game, both from a design perspective and in terms of art direction, given the team has released a number of new concept pieces with a revamped look. Here’s an excerpt:

– 16 locations. Thematically, we can split them into 5 groups: engine (more than one area), “wasteland” (completely destroyed decks, including areas with zero gravity), cargo holds, residential, bridge.

– Most locations will be ‘revisitable’, i.e. you will have reasons (new objectives) to go back, which will boost reactivity when you get shot in the face.

– Each location is designed to support 3 main paths through the game: brute force, diplomacy, infiltration. Most locations are populated by various small groups and factions, so killing everyone will limit your endgame options, which is fitting.

– Many locations will have multiple levels and the “vertical element”.

In the CSG, for example, you would be able to take a safe way through a certain area via the walkways (a toll road) and see the area below (and go down if you see something shiny) or if you’re too cheap to pay make your way through the debris below and brave the dangers undoubtedly awaiting the unprepared.

– Most locations are interconnected in logical ways (i.e. not isolated areas), which will create many interesting opportunities for the explorers as well as occasional quest solutions for the gadgeteers.

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