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        <title><![CDATA[Stories by Haunted Space on Medium]]></title>
        <description><![CDATA[Stories by Haunted Space on Medium]]></description>
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            <title><![CDATA[Multiplayer Dev Diary #13 - Themuat the planet map]]></title>
            <link>https://hauntedspace.medium.com/multiplayer-dev-diary-13-themuat-the-planet-map-7633ece33a97?source=rss-39e6a466ae05------2</link>
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            <category><![CDATA[dev-diary]]></category>
            <dc:creator><![CDATA[Haunted Space]]></dc:creator>
            <pubDate>Tue, 17 Dec 2024 17:05:47 GMT</pubDate>
            <atom:updated>2024-12-17T17:05:47.077Z</atom:updated>
            <content:encoded><![CDATA[<figure><img alt="" src="https://cdn-images-1.medium.com/max/1024/1*Tae2ComwsNIb-5XMPy2HNQ.jpeg" /></figure><p>Hello raiders!</p><p>Welcome to dev diary #13. We’ve been delving deep into the lore of our multiplayer project, and today, we’re continuing this theme by introducing the first map we’ve designed: Themuat. Please note that the images you’re about to see reflect work-in-progress stages. Themuat is a planet in the Nharsha System, one of the major stars in the Khaddesh Galaxy, where our game takes place. It was the first system explored by the Imperial Settlers upon their arrival, making Nharsha known as Alpha Coloniae in Imperial records. At the time of their arrival, Themuat was a thriving world, filled with structures from the ancient Heru civilization, the first species, now extinct, to expand across the Khaddesh Galaxy. Then, things escalated.</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/1024/1*DONzwQK9PrHKpUuiriD4yg.png" /></figure><p>With Themuat, we wanted to introduce the three pillars of our design philosophy right from the start: space opera, ancient ruins and horror, and of course, the post-apocalyptic. You’ll find all three elements woven into this map. Once lush, Themuat is now a wasteland. It was one of the first planets to experience the devastation of doomsday weapons known as Spears, which annihilated its ecosystem. A Spear impact site remains visible to this day, a monument to destruction and desolation.</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/1024/1*K0nwKxHtdfcQHJwUY8Eh_w.png" /></figure><p>The blasts from the torpedoes released by the Spears triggered volcanic activity on Themuat, fracturing its crust, while biological bombs poisoned its waters and led to the growth of strange organisms where native outposts once stood. Today, Themuat’s surface is virtually unrecognizable, transformed into a desolate, uninhabitable wasteland.</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/1024/1*CVEk-fxVlGO9tJEue_Iivw.png" /></figure><p>Heru structures that once stood intact have since been ravaged. Explosions and earthquakes have torn apart these ancient monuments, causing damage far beyond what the passage of time alone could inflict. Now, the Heru ruins have become hunting grounds for ruthless Profaners, who are willing to kill one another to claim the most valuable alien artifacts first. But it isn’t just the desire for rare relics that has reawakened within these ancient ruins…</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/1024/1*0_1aeg4hESUDuCXv3QVy-w.png" /></figure><p>And that concludes this entry dedicated to the game’s first map. We hope we’ve sparked your curiosity, and we can’t wait to share the next dev diary with you soon.</p><p>Keep in mind that you can follow our articles directly on X from our official page <a href="https://x.com/HauntedSpace_/status/1869062826154737957">https://x.com/HauntedSpace_/status/1869062826154737957</a></p><p>Farewell, raiders!</p><img src="https://medium.com/_/stat?event=post.clientViewed&referrerSource=full_rss&postId=7633ece33a97" width="1" height="1" alt="">]]></content:encoded>
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            <title><![CDATA[Multiplayer Dev Diary #12 - Devastating weapons: Spears]]></title>
            <link>https://hauntedspace.medium.com/multiplayer-dev-diary-12-devastating-weapons-spears-00faea1e1308?source=rss-39e6a466ae05------2</link>
            <guid isPermaLink="false">https://medium.com/p/00faea1e1308</guid>
            <dc:creator><![CDATA[Haunted Space]]></dc:creator>
            <pubDate>Wed, 30 Oct 2024 16:36:31 GMT</pubDate>
            <atom:updated>2024-10-30T16:36:31.456Z</atom:updated>
            <content:encoded><![CDATA[<figure><img alt="" src="https://cdn-images-1.medium.com/max/1024/1*0s59XfYPVnjNYW9eynarfg.jpeg" /></figure><p>Hello raiders!</p><p>Welcome to the twelfth chapter of our development diaries. In the last diary, we introduced you to the foundational elements upon which we’re building the lore. But now, it’s THAT time. The time to get into the details. Please note that the images we’re sharing are of work-in-progress content.</p><p>One of the most important aspects of any post-apocalyptic lore worth its salt is: what caused the destruction and devastation?</p><p>So, let’s dive into the very weapons that turned the multiplayer environments you’ll be exploring into dangerous, highly inhospitable places: the Spears, also known as Destructive Spears or DeSpears. You can see the first concept art here.</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/1024/1*SYIzaJbrDtTsRYpSb_A-mQ.png" /></figure><p>In the concept phase, we wanted weapons that weren’t “just” destructive but capable of gradually tearing apart an entire world. The Spears are giant engines of torment that, thanks to the array of weapons they carry, can target not just individuals but entire planets. They were created by one of the alien races in the galaxy where the multiplayer is set, a race of builders that the Imperial settlers simply refer to as the Makers.</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/1024/1*LzRF_DnpoXThYwZz8ZZB1g.png" /></figure><p>At its core, a Spear is a giant cluster bomb. At the top of its structure, just behind the thruster that guides the Spear toward a specific region of the planet, are petal-like canisters containing deadly bacterial bombs. These bombs are filled with a devastating and highly toxic pathogen, which is released in multiple directions as the Spear plummets toward the planet’s surface.</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/972/1*n49HzkNE07iPj90I8HSnJA.png" /></figure><p>The lower section of the Spear, leading down to the tip and separate from the petal structure, contains a containment net holding torpedoes filled with a material of immense explosive power. Upon impact, the Spear penetrates the surface, driven deeper by an internal energy blade, and releases the torpedoes just beneath the planet’s crust.</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/1024/1*Abhw4hvE0zB-Xka0EZivmw.png" /></figure><p>These torpedoes burrow in and detonate, triggering landslides, igniting volcanic activity, and in some cases, reaching the planet’s core and annihilating it. DeSpears aren’t designed for immediate destruction but for the slowest, most excruciating destruction possible.</p><p>But no more spoilers! That’s all for today. We hope we’ve sparked your curiosity, and we’ll see you in the next chapter.</p><p>Keep in mind that you can follow our articles directly on X from our official page <a href="https://x.com/HauntedSpace_/status/1851663515544617134">https://x.com/HauntedSpace_/status/1851663515544617134</a></p><p>Farewell, raiders!</p><img src="https://medium.com/_/stat?event=post.clientViewed&referrerSource=full_rss&postId=00faea1e1308" width="1" height="1" alt="">]]></content:encoded>
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            <title><![CDATA[Multiplayer Dev Diary #11 - Toughts behind the lore]]></title>
            <link>https://hauntedspace.medium.com/multiplayer-dev-diary-11-toughts-behind-the-lore-5e2ccafa1d64?source=rss-39e6a466ae05------2</link>
            <guid isPermaLink="false">https://medium.com/p/5e2ccafa1d64</guid>
            <dc:creator><![CDATA[Haunted Space]]></dc:creator>
            <pubDate>Fri, 04 Oct 2024 14:43:05 GMT</pubDate>
            <atom:updated>2024-10-04T14:43:05.608Z</atom:updated>
            <content:encoded><![CDATA[<figure><img alt="" src="https://cdn-images-1.medium.com/max/1024/1*6kx1GNM6LOuzMUC_dfnQKQ.jpeg" /></figure><p>Hello raiders!</p><p>Welcome to another dev diary! <br>Among the many aspects of production we’re working on, there’s one we’ve hinted at in previous entries but never fully explored, until now. Today, we want to start introducing this topic: the lore. Please keep in mind that the images we show are still a work in progress.</p><p>There are still many details we’re defining, so please bear with us if this entry feels a bit introductory. That said, we wanted to offer you a glimpse into our creative process.</p><p>First and foremost, we aim to create a lore that shares key elements with our single-player project. This is crucial because we want to establish continuity. We want a shared universe between the singleplayer and multiplayer games. We believe our IP has the potential to evolve in various ways, but the elements we’re weaving into our worldbuilding will remain consistent across all our products. So, what are these elements?</p><p>Let’s begin with one of the core themes: sci-fi.</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/900/0*4-YzOUvfG-o3jBCO" /></figure><p>Even in the multiplayer game, we’re leaning into speculative science fiction, though not focusing on “hard” sci-fi elements. We’ve chosen to blend classic space opera with what we call transhumanist fiction, which involves technology that allows a person’s consciousness to control a spaceship. It’s the kind of speculation you find, for example, in cyberpunk fiction, combined with space battles, imperials, a vast universe, and violent conflict. Next, we have cosmic horror, which is woven into both the narrative layers of the game maps and the overall worldbuilding.</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/900/0*F6M50UO5Xl3JmgoV" /></figure><p>We’ve touched on this in previous diaries when discussing other aspects of the game. From a lore perspective, our goal is to create a universe filled with stories, all overshadowed by a constant, looming threat that drives the narrative forward and creates danger for you, the players.</p><p>What will you find in those ancient ruins?</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/900/0*H_ccULbvPWMpTaVT" /></figure><p>The final piece of the worldbuilding triangle is the post-apocalyptic element. We’ve discussed this in relation to other game elements, such as level design, but from a lore perspective, the post-apocalyptic side (what we refer to as our “Mad Max” influence) centers around the concept of a “world in ruins.” This aspect completes what we might call the Haunted Space epic. After the devastation caused by the use of extremely powerful weapons, those who remain must survive in a harsh, unforgiving galaxy. The sense of conflicted societies, a theme common in many post-apocalyptic sci-fi stories, is something we’re striving to capture.</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/900/0*2ptVlZRcTyJO-WgH" /></figure><p>And that’s all for today! We’ll reveal more in future dev diaries, and we look forward to seeing you in the next one.</p><p>Keep in mind that you can follow our articles directly on X from our official page <a href="https://x.com/HauntedSpace_/status/1842212585535398249">https://x.com/HauntedSpace_/status/1842212585535398249</a></p><p>Farewell, raiders!</p><img src="https://medium.com/_/stat?event=post.clientViewed&referrerSource=full_rss&postId=5e2ccafa1d64" width="1" height="1" alt="">]]></content:encoded>
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            <title><![CDATA[Multiplayer Dev Diary #10 - A post-apocalyptic space]]></title>
            <link>https://hauntedspace.medium.com/multiplayer-dev-diary-10-a-post-apocalyptic-space-e08cf431558d?source=rss-39e6a466ae05------2</link>
            <guid isPermaLink="false">https://medium.com/p/e08cf431558d</guid>
            <dc:creator><![CDATA[Haunted Space]]></dc:creator>
            <pubDate>Fri, 30 Aug 2024 17:33:52 GMT</pubDate>
            <atom:updated>2024-08-30T17:33:52.515Z</atom:updated>
            <content:encoded><![CDATA[<figure><img alt="" src="https://cdn-images-1.medium.com/max/1024/1*im9dRd9-aJUPYaslyCj7qA.jpeg" /></figure><p>Hello raiders!</p><p>We are finally back with another dev diary. We are moving forward with the production of our multiplayer game, and the theme we will be discussing today can be summed up in one word: post-apocalyptic!</p><p>In our space combat games, the word “post-apocalyptic” is central, not just as an abstract concept. As you will see in the concepts we are working on, we are introducing this level of destruction and finding the right way to portray it. Keep in mind that the images shared are still works in progress.</p><p>Imagine a world ravaged by destruction, where once-sacred buildings have been obliterated by a mysterious catastrophe. Geysers bubble with water that reminds us of the pain the planet’s inhabitants have endured and the death that lurks in the dark corners where the stars no longer shine but have given way to rubble. Extinct volcanoes have reactivated, the air smells of sulfur, and the sacred walls of temples are corrupted by strange organic material.</p><p>This is how we imagined it.</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/900/0*K-4ZyhZ7jCdxKkEe" /></figure><p>Having introduced water into our map (and those of you who follow these journals diligently know this!), we are working hard to transform clear, clean, safe water into an unhealthy environment where dangerous biological growths have sprung up on the surface and infected the entire world, taking away life where it once thrived. The destruction that this planet has undergone should be evident from one of its main characteristics, just like water.</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/900/0*bv-6pVDWKQxFsjLH" /></figure><p>We are very inspired by the concept of corruption. We can’t give away too many details, but in our projects (not just in multiplayer!) and in the stories we build, there is an underlying factor of destruction, a cataclysm caused by something cursed that has brought death and devastation. In the map we are showing you, we are trying to apply this concept to the buildings.</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/900/0*DFeyTryY13dHnPMt" /></figure><p>We want to create a clear contrast between what might have been there before, when the planet was thriving, nature was pristine, and life was flourishing, and the same planet after the catastrophe. We believe that this evil climbing the walls, changing color, and spreading like a plague is the most immediate way to communicate to the players that something has changed in the world they are fighting in, and it has brought only death.</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/900/0*6BKRSJpLm0leJoJQ" /></figure><p>As always, we appreciate the feedback we get from you. It lets us know that our work is appreciated and makes us proud of what we do.</p><p>Keep in mind that you can follow our articles directly on X from our official page <a href="https://x.com/HauntedSpace_/status/1829572621580550178">https://x.com/HauntedSpace_/status/1829572621580550178</a></p><p>Farewell, raiders!</p><img src="https://medium.com/_/stat?event=post.clientViewed&referrerSource=full_rss&postId=e08cf431558d" width="1" height="1" alt="">]]></content:encoded>
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            <title><![CDATA[Multiplayer Dev Diary #9 — Music and sound design]]></title>
            <link>https://hauntedspace.medium.com/multiplayer-dev-diary-9-music-and-sound-design-60906d56172b?source=rss-39e6a466ae05------2</link>
            <guid isPermaLink="false">https://medium.com/p/60906d56172b</guid>
            <dc:creator><![CDATA[Haunted Space]]></dc:creator>
            <pubDate>Sun, 18 Aug 2024 10:18:29 GMT</pubDate>
            <atom:updated>2024-08-18T10:18:29.501Z</atom:updated>
            <content:encoded><![CDATA[<figure><img alt="" src="https://cdn-images-1.medium.com/max/680/0*SSihEi2BV7yO03RQ" /></figure><h3><strong>Multiplayer Dev Diary #9 — Music and sound design</strong></h3><p>Hello raiders!</p><p>Welcome to our latest dev diary dedicated to our multiplayer project. Today, we’re excited to give you an insight into a crucial aspect of our production that we haven’t covered yet: music and sound design. The first question is: What kind of music and sounds do we need to create for the game we’re working on? We studied the sound design and soundtracks of major space combat games to build a solid reference base, just as we do with other aspects of our projects, to understand how we can develop something unique that aligns with our vision of space combat games. As we studied them, we realized that to best capture the adrenaline-fueled soul of our fast-paced multiplayer game, we needed to complement the more “space,” minimalist sound approach with elements from classic multiplayer FPS games. We started with the sounds of weapons, collisions, and impacts. We aimed for dirty, less clean sounds to convey our Mad Max-inspired aesthetic within the context of a space battle. We took inspiration from mechanical sounds like the clinks of magazines and the cranks of gatling guns. These gritty, scratchy sounds align perfectly with our post-apocalyptic, rough battlefield aesthetic, featuring ships made from makeshift parts. After creating the sound effects and music with Reaper, we integrate them into Unreal using the MetaSounds system.</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/680/0*A5quyzS-35sm6M9N" /></figure><p>We then mixed those rougher sounds with the sounds of the ship, like the engines. The engine sound effects were particularly challenging because, on one hand, they are one of the most satisfying things to hear, it’s like they’re telling the player, “hey, look how powerful your ship is!”, but on the other hand, they have to be unobtrusive. We built a sound that could be satisfying but not boring, and after a while, it would naturally fade into the background without being distracting.</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/679/0*77vfIhE0vf63_76W" /></figure><p>Additionally, we’re fine-tuning the various UI sounds, ensuring they blend seamlessly into the game flow with subtle variations to prevent player fatigue. We’re also putting significant effort into ambient sounds and their spatialization. The theme of planetary flight requires various sound elements (like water!) that need to be integrated into the soundscape.</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/680/0*A0EkDpQPzS-jUgP4" /></figure><p>Our sci-fi projects also have a mystical, mysterious layer. To incorporate this, we decided to infuse the music with tribal sounds, blending Mad Max atmospheres with those of Dune’s deserts. In a multiplayer project, the music must be well-balanced so as not to distract players, and we’re diligently working on that too.</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/679/0*7DzEhhXM5KVdJqdo" /></figure><p>That’s all for today. We look forward to sharing more with you in the next dev diary!</p><p>Keep in mind that you can follow our articles directly on X from our official page <a href="https://x.com/HauntedSpace_/status/1825113995025465855">https://x.com/HauntedSpace_/status/1825113995025465855</a></p><p>Farewell, raiders!</p><img src="https://medium.com/_/stat?event=post.clientViewed&referrerSource=full_rss&postId=60906d56172b" width="1" height="1" alt="">]]></content:encoded>
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            <title><![CDATA[Multiplayer Dev Diary #8 — Optimization and Testing]]></title>
            <link>https://hauntedspace.medium.com/multiplayer-dev-diary-8-optimization-and-testing-cdb8319fcb33?source=rss-39e6a466ae05------2</link>
            <guid isPermaLink="false">https://medium.com/p/cdb8319fcb33</guid>
            <dc:creator><![CDATA[Haunted Space]]></dc:creator>
            <pubDate>Thu, 08 Aug 2024 10:26:18 GMT</pubDate>
            <atom:updated>2024-08-08T10:26:18.691Z</atom:updated>
            <content:encoded><![CDATA[<figure><img alt="" src="https://cdn-images-1.medium.com/max/680/0*kMLBTqH2lC2_cwHR" /></figure><h3><strong>Multiplayer Dev Diary #8 — Optimization and Testing</strong></h3><p>Hello raiders!</p><p>We’re focusing on various aspects of the game these days, so this dev diary won’t cover just one specific area of production. Instead, we want to update you on all the different things we’re working on right now. Please remember that any images we share with you show work in progress.</p><p>First of all, one of our main focuses right now is optimization. We want to ensure that nothing we add to the game negatively impacts its performance, so we’re being extremely careful to optimize everything to the best of our abilities. For example, we’re using vertex painting on some assets, both artificial and natural, to reduce the amount of textures in memory and improve performance during the testing phase. We’re applying this technique to several assets that can be used across the maps we are working on.</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/680/0*89SesW_chghfRwHO" /></figure><p>Another key area we’re concentrating on is testing. We’re introducing new ships that need parameter balancing, making the testing phase crucial. Once we have some things to test, we hop into our ships and battle it out to the last raider, figuring out what needs improvement and what works well. Testing helps us gauge our progress and determine if our gameplay choices are effective. For instance, through testing, we can fine-tune the parameters of different ship classes, make maneuvers more responsive, and optimize movement. Testing also highlights any missing UI and sound feedback that we then implement to make your experience smoother and more enjoyable.</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/680/0*g3Kr9uTfLG7ruizx" /></figure><p>Speaking of ship classes, we’re working hard to calibrate them, differentiate them, and ensure that players feel the differences in setups. Each class should offer unique strategies, providing variety in gameplay.</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/680/0*zy8Qph345Q0rAdYl" /></figure><p>We invest a lot of effort into the classes because we want to offer players different gameplay based on their ship choice. Whenever we introduce a new class, we immediately test it in-game to gather data and feedback so we can adjust parameters if needed. Balancing is extremely delicate because even a minor change to a ship’s parameters can significantly alter gameplay. That’s why we test extensively (and also because, let’s face it, battling in an arena with our peers is a lot of fun).</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/680/0*hixU69JwSeMu7Ziu" /></figure><p>That brings us to the end of this update. We hope you continue to follow us, and we look forward to sharing more in the next dev diary.</p><p>Keep in mind that you can follow our articles directly on X from our official page <a href="https://x.com/HauntedSpace_/status/1821491726910898606">https://x.com/HauntedSpace_/status/1821491726910898606</a></p><p>Farewell, raiders!</p><img src="https://medium.com/_/stat?event=post.clientViewed&referrerSource=full_rss&postId=cdb8319fcb33" width="1" height="1" alt="">]]></content:encoded>
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            <title><![CDATA[Multiplayer Dev Diary #7 — Power Ups]]></title>
            <link>https://hauntedspace.medium.com/multiplayer-dev-diary-7-power-ups-877e230da10b?source=rss-39e6a466ae05------2</link>
            <guid isPermaLink="false">https://medium.com/p/877e230da10b</guid>
            <dc:creator><![CDATA[Haunted Space]]></dc:creator>
            <pubDate>Tue, 06 Aug 2024 16:28:52 GMT</pubDate>
            <atom:updated>2024-08-06T16:42:09.773Z</atom:updated>
            <content:encoded><![CDATA[<figure><img alt="" src="https://cdn-images-1.medium.com/max/1024/0*g31pig5mJlxexQ1n" /></figure><h3><strong>Multiplayer Dev Diary #7 - Power Ups</strong></h3><p>Hello raiders!</p><p>Today, we’re going to share the process behind developing one of the gameplay elements we’re introducing in our project: power-ups. As always, please note that the information and material we discuss are works in progress and may change in the final product.</p><p>To talk about power-ups, we need to start with the game’s design. We are experimenting with different solutions, trying to find a balance between realistic and arcade-style combat. In our quest for that balance, we decided to include power-ups to add variety to the game and allow players to change their strategy based on the power-ups they find. The power-ups are identified by icons that are easily distinguishable from the rest of the map, so they stand out even at medium and long distances.</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/900/0*bPDpSavNm1-KdHqi" /></figure><p>Discovering a power-up hidden in some crevice of the map as the battle rages on is incredibly fun, and it’s something we wanted to include in our game. Our map designs facilitate this kind of tension, where a player might be seeking a hiding spot in a quarry and stumble upon a power-up. We think this is one of the most exciting aspects to design.</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/900/0*KSiilj7Ct4-grCsC" /></figure><p>The power-ups will either boost the player’s ship stats for a short period or provide instant benefits, such as restoring a portion of the ship’s shield or hull integrity. The most powerful power-ups will be placed at strategically important or hard-to-reach points on the map. This creates a rewarding effect: a player who commits to reaching a certain hidden spot, dodging obstacles, performing tricky maneuvers, and running while being chased by enemies, may find a power-up that offers crucial support during a difficult phase of the battle or allows them to recover just enough to turn their ship around and counterattack.</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/900/0*g6Kxwl0xEs1w7F8e" /></figure><p>Since we are designing ships of different types with varying weapons, we want to ensure that the effectiveness of the power-ups is not entirely disconnected from the choice of ship you bring into battle. Therefore, we design the power-ups so their usefulness is also influenced by the type of ship you are using and the specific weapon configuration you have.</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/900/0*zW4NhugZw6ZGy2Ao" /></figure><p>This approach adds strategic variety, requiring players to choose their ships carefully, considering the variability of weapon and power-up effectiveness on each map. In this way, we aim to stimulate players with different approaches to battles and entertain them with diverse gameplay options.</p><p>And that’s it for today’s diary. Thank you for your support, and we look forward to seeing you in the next entry!</p><p>Farewell, raiders!</p><img src="https://medium.com/_/stat?event=post.clientViewed&referrerSource=full_rss&postId=877e230da10b" width="1" height="1" alt="">]]></content:encoded>
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            <title><![CDATA[Multiplayer Dev Diary #6 - Structures]]></title>
            <link>https://hauntedspace.medium.com/multiplayer-dev-diary-6-b6e0c5abe3ab?source=rss-39e6a466ae05------2</link>
            <guid isPermaLink="false">https://medium.com/p/b6e0c5abe3ab</guid>
            <dc:creator><![CDATA[Haunted Space]]></dc:creator>
            <pubDate>Tue, 06 Aug 2024 16:27:30 GMT</pubDate>
            <atom:updated>2024-08-06T16:34:47.919Z</atom:updated>
            <content:encoded><![CDATA[<figure><img alt="" src="https://cdn-images-1.medium.com/max/1024/0*zcHmv92BS4XeRwmk" /></figure><p>Hello raiders!</p><p>In dev diary #1, we discussed our maps in general, how we approached the assembly of structures, and the definition of encumbrances and play areas. In this new dev diary, we want to give you a more specific example of our map design process and provide a glimpse into the creation of specific assets within the level design for one of the maps we are working on.</p><p>The structures we will be examining are human-made facilities that will flank the ancient ruins featured in our game.</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/900/0*Z_UkL_OSXpvcLzd1" /></figure><p>We began with the core idea of creating these human structures to convey a sense of functionality, while also appearing as ruined remnants of the past. Our initial inspiration came from images of oil rigs, and we used Brutalist architecture as a style reference, characterized by its rigid geometric style. We imagined it would be fun to fly a spaceship through the rigid spaces and square recesses of these structures, creating particularly challenging moments for the player.</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/900/0*-KpksCI9YruZQIjP" /></figure><p>As for level design, we used simple parallelepipeds for a classic blockout to evaluate the spaces and loads, the excitement of chasing ships, and how these structures could serve as hiding places or protection from the enemy. This phase is the foundation of any game map, as it allows us to determine how to arrange the basic structures to ensure they are fun and engaging in gameplay, rather than just fillers for the environment.</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/900/0*wYWBk8bjJYtJDOxf" /></figure><p>Concepts also help define the ground rules. Many decisions are made at this stage, such as the relationship between macro and micro elements. This phase is essentially a study in balancing between too little detail, which results in a lack of scale, and too much detail, which can make it difficult to distinguish basic shapes in the environment. Falling into either extreme can compromise the gameplay.</p><p>Then we move on to assembling the basic structures using kitbashing, a technique that speeds up the creation of basic shapes so we can concentrate on the details.</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/900/0*FZoIQHV7HN0OkJTT" /></figure><p>The final phase is testing the structures within the map to verify their navigability and integration into the game experience. This phase is crucial because it allows us to identify and correct any mistakes made in the previous steps, ensuring the game experience is smooth and enjoyable.</p><p>That concludes this new dev diary. Your support is crucial, so if you like what we’re doing, please keep following us!</p><p>Farewell, raiders!</p><img src="https://medium.com/_/stat?event=post.clientViewed&referrerSource=full_rss&postId=b6e0c5abe3ab" width="1" height="1" alt="">]]></content:encoded>
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            <title><![CDATA[Multiplayer Dev Diary #5 - User Interface]]></title>
            <link>https://hauntedspace.medium.com/multiplayer-dev-diary-5-d8307c54f7a9?source=rss-39e6a466ae05------2</link>
            <guid isPermaLink="false">https://medium.com/p/d8307c54f7a9</guid>
            <dc:creator><![CDATA[Haunted Space]]></dc:creator>
            <pubDate>Tue, 06 Aug 2024 16:23:11 GMT</pubDate>
            <atom:updated>2024-08-06T16:34:11.074Z</atom:updated>
            <content:encoded><![CDATA[<figure><img alt="" src="https://cdn-images-1.medium.com/max/1024/0*CGDSLWxIx0eNMT3i" /></figure><p>Hello raiders!</p><p>Welcome to another development diary for our multiplayer game. Today, we’re giving you an in-depth look at one of the most important aspects of your experience as a player: the user interface, or UI.</p><p>Keep in mind that what you’ll see today are our initial tests of the game’s UI. The design of the UI must fit the gameplay and rules of the game, as well as our vision for the product. Since we are also working on the gameplay and experimenting with different solutions, everything we show you today about the UI is a work in progress, with a design ready to adapt and change as the gameplay requires.</p><p>When discussing the UI, we must start with the pillars of the game’s art style, closely tied to our vision.</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/900/0*BcD5mIdXd9w_N06N" /></figure><p>As we mentioned at the beginning of this journey, the basis of our IP is a fusion of pure sci-fi, Mad Max-like post-apocalyptic atmospheres, and a touch of Lovecraftian imagery. Our study of the game’s UI begins with the sci-fi elements but also aims to express the violence of battles, incorporate war technology, and reflect the mysterious aspects of the planets you will explore, along with the ruins of worlds ravaged by numerous conflicts.</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/900/0*u6Cpz0edNtDvaMn6" /></figure><p>We designed a UI with a worn and dirty look, reminiscent of a veteran of space battles, using a color palette ranging from bright greens to duller earth and desert tones. We added details like rust, dirty and broken glass, holograms, and interference associated with makeshift technology. Through the UI, we want the player to feel immersed in the world we are creating, without losing the immersion and adrenaline of combat.</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/900/0*2VWDPtpOK_9hv3y5" /></figure><p>Another cornerstone is minimizing visual clutter for the player. We don’t want a UI that’s beautiful but too invasive, making the experience unclear. Since we are designing a multiplayer space combat game, our goal is for the UI to provide all the necessary information without overwhelming the screen with unnecessary details. We are striving to build a UI that is fluid and readable, keeping essential information at the core of our design.</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/900/0*aI8BWYko_IufF2Ug" /></figure><p>In short, we want a UI that is visually appealing and enhances the gameplay experience without making it frustrating for players to find the most important information. As you can see from the screenshots, we are currently working on consolidating all necessary information into one dial, using the color palette to highlight the active weapon, and experimenting with different markers and styles of indicators for ship selection.</p><p>We’ve reached the end of this entry. We hope you enjoyed the look at our UI, and we look forward to seeing you here for the next dev diary!</p><p>Farewell, raiders!</p><img src="https://medium.com/_/stat?event=post.clientViewed&referrerSource=full_rss&postId=d8307c54f7a9" width="1" height="1" alt="">]]></content:encoded>
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            <title><![CDATA[Multiplayer Dev Diary #4 - Environment]]></title>
            <link>https://hauntedspace.medium.com/multiplayer-dev-diary-4-08abaef3f781?source=rss-39e6a466ae05------2</link>
            <guid isPermaLink="false">https://medium.com/p/08abaef3f781</guid>
            <dc:creator><![CDATA[Haunted Space]]></dc:creator>
            <pubDate>Tue, 06 Aug 2024 16:21:58 GMT</pubDate>
            <atom:updated>2024-08-06T16:33:49.653Z</atom:updated>
            <content:encoded><![CDATA[<figure><img alt="" src="https://cdn-images-1.medium.com/max/1024/0*NXSHvelfu0XirAVE" /></figure><p>Hello raiders!</p><p>Here we are with a new dev diary. We’ve been receiving continued support from you all. It means a lot to us, and we can’t wait to show you what we’ve been working on. Please keep in mind that the images we share with you are work in progress.</p><p>Let’s dive into today’s topic, which is quite fitting because we’re talking about water. In one of the previous diaries, we told you about the new environments we are designing. One of the technological challenges we’re facing in the multiplayer project, and an innovation from our single-player project, is the possibility of planetary flight. We’re working hard on the environments, and one of the elements we’ve decided to introduce in the current map is water, specifically a waterfall.</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/900/0*RUG0QAfm1sb526X1" /></figure><p>From a technical standpoint, we’ve learned a lot. We’ve never tackled a challenge like this before, so we started with some tests using the elevations from our first map. We evaluated different approaches until we found a specific plugin that allowed us to achieve the result we envisioned. We used this plugin to create an ad hoc simulation within the environment. After numerous tests, we decided to use an animated material to reduce memory load and ensure lighter animations compared to real-time simulation. This solution convinced us of its effectiveness.</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/900/0*PBcNLLLQT52rAD2B" /></figure><p>However, we then faced another problem: the scale of the map. Extensive testing revealed that while the plugin worked well in small sections, our environment was much larger. After many trials, we found a solution by concatenating several simulation boxes treated individually. This led to the challenge of designing a seamless transition between these small pieces, ensuring consistent water levels between each box</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/900/0*GlhNstcBCWq93baj" /></figure><p>The final challenge was height. We wanted to create a waterfall that cascades for many meters, while still constructing it in sections as described. We decided to design terraces, allowing for several drops in succession and bringing the simulation boxes closer together to cover the height of the waterfall.</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/900/0*nvddrK3SOH_pAeK2" /></figure><p>That’s all for today. We hope you found this topic interesting, we’ll see you in the next dev diary!</p><p>Farewell, raiders!</p><img src="https://medium.com/_/stat?event=post.clientViewed&referrerSource=full_rss&postId=08abaef3f781" width="1" height="1" alt="">]]></content:encoded>
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