The Method To the Madness

Coray Seifert

Impeller Staff
Staff member
#1
Greetings gang!

We're getting a lot of questions about the core design of the game, why we made decisions we did, etc. This is a great avenue of questions for this juncture in the game and it's something we have a lot to share on.

We thought a great place to start would be giving you a look into the guiding principles behind Starfighter Inc.

When we sat down to design Starfighter Inc., we set up three hard and fast rules that would shape our vision for the game. While we may not get everything right on our first iteration, these guiding principles remain to give us an ultimate vision for this project and this universe.

All About Combat
Not exploration and trade, but high-speed action and destruction. Skill-based gameplay that rewards players for mastery of difficult challenges. Intense game modes that support both lone wolf and disciplined team tactics. VR and joystick support with options for multiple monitors and controller configurations allows you maximum control over your combat environment.


Customize Everything
You control and customize every element of your ship, from the chassis to the powertrain to the cockpit layout. Just like games like MechWarrior allowed you to customize every detail of your mech, Starfighter gives you total control over your ship, from layout, to armament to performance tuning. Aesthetic changes like ship exterior, cockpit designs, sound effects packages, and voiceover kits allows you to shape your entire gameplay experience.


Realism Done Right
The zero-friction aspect of realistic space combat allows for awesome maneuvers, unexpected surprises, and a gameplay experience you won’t find anywhere else. Combat based on real world physics and technology in a plausible setting creates an unmatched sense of immersion and presence; you truly feel like you’re in the cockpit, marveling at the glories of the solar system all around you. That doesn’t mean boring and it doesn’t mean needlessly inaccessible. This is a game about blowing shit up in space and we intend to make it fun as hell.


You may recognize a few thoughts and statements in here that we've used throughout the campaign on Kickstarter. This is reflective of the fact that these three pillars really do guide every aspect of this game, from design to production to marketing.

So, what do you all think? Good goals? Something more important we should be focusing on?

Let us know in the comments and as always, feel free to reach out to us on Twitter, Facebook or our website.

Thanks again for all of your support!

/Coray & The Starfighter Team
 
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