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submitted 2 months ago* (last edited 2 months ago) by thelastaxolotl@hexbear.net to c/games@hexbear.net

12 years ago the best indie game was released

FTL: Faster Than Light is a roguelike game created by indie developer Subset Games, which was released for Windows, MacOS, and Linux in September 2012. In the game, the player controls the crew of a single spacecraft, holding critical information to be delivered to an allied fleet, while being pursued by a large rebel fleet. The player must guide the spacecraft through eight sectors, each with planetary systems and events procedurally generated in a roguelike fashion, while facing rebel and other hostile forces, recruiting new crew, and outfitting and upgrading their ship. Combat takes place in pausable real time, and if the ship is destroyed or all of its crew lost, the game ends, forcing the player to restart with a new ship.

The concept for FTL was based on tabletop board games and other non-strategic space combat video games that required the player to manage an array of a ship's functions. The initial development by the two-man Subset Games was self-funded, and guided towards developing entries for various indie game competitions. With positive responses from the players and judges at these events, Subset opted to engage in a crowd-sourced Kickstarter campaign to finish the title, and succeeded in obtaining twenty times more than they had sought; the extra funds were used towards more professional art, music and in-game writing.

The game, considered one of the major successes of the Kickstarter fundraisers for video games, was released in September 2012 to positive reviews. An updated version, FTL: Advanced Edition, added additional ships, events, and other gameplay elements, and was released in April 2014 as a free update for existing owners and was put up for purchase on iPad devices

Synopsis

The player controls a spacecraft capable of traveling faster-than-light (FTL). It belongs to the Galactic Federation, which is on the verge of defeat in a war with an exclusively human rebel faction, simply called the Rebellion. The player's crew intercepts a data packet from the rebel fleet containing information that could throw the rebels into disarray and ensure a Federation victory. The goal is to reach Federation headquarters, waiting several space sectors away, while avoiding destruction from hostile ships or by the pursuing rebel fleet

Development

FTL is the product of the two-man team of Subset Games, Matthew Davis and Justin Ma. Both were employees of 2K Games's Shanghai studio, and became friends during their tenure there, playing various board games in their free time.

Davis had left 2K Games early in 2011, and after biking through China, returned and joined Ma, who had also recently quit, and began working on the core FTL game. They agreed they would spend a year towards development and if their efforts did not pan out, they would go on to other things. Following the success of the game, the pair began work on their second game, Into the Breach.

The idea for FTL was inspired by tabletop board games, such as Battlestar Galactica: The Board Game, a 2005 space roguelite computer game released by Digital Eel, Weird Worlds: Return to Infinite Space, and non-strategic video games, such as Star Wars: X-Wing, where the player would have to route power to available systems to best manage the situation.

Unlike most space combat simulation games, the beginning idea was the player being captain rather than a pilot according to Davis, and to make "the player feel like they were Captain Picard yelling at engineers to get the shields back online", as stated by Ma. The intent of the game was to make it feel like a "suicide mission", and had adjusted the various elements of the game to anticipate a 10% success rate of winning the game.

The permanence of a gameplay mistake was a critical element they wanted to include, and gameplay features such as permadeath emphasized this approach.

Only as they neared the August 2011 Game Developers Conference in China after about six months of work, where they planned to submit FTL as part of the Independent Games Festival there, did they start focusing on the game's art. The game was named as a finalist at the IGF China competition, leading to initial media exposure for the game.

The additional attention to the game forced them to extend development – what would be a two-year process – and thus they turned to Kickstarter in order to fund the final polish of the game as well as costs associated to its release, seeking a total funding goal of $10,000. Subset games was able to raise over $200,000 through the effort. FTL represents one of the first games to come out from this surge in crowd-funded games, and demonstrates that such funding mechanisms can support video game development.

With the larger funding, Subset considered the benefit of adding more features at the cost of extending the game's release schedule. They opted to make some small improvements on the game, with only a one-month release delay from their planned schedule, and stated they would use the remaining Kickstarter funds for future project development.

The additional funds allowed them to pay for licensing fees of middleware libraries and applications to improve the game's performance. Additionally, they were able to outsource other game assets; in particular additional writing and world design was provided by Tom Jubert (Penumbra, Driver: San Francisco), while music was composed by Ben Prunty.

Prunty wanted to create an interactive soundtrack that would change when the player entered and exited battle; for this, he composed the calmer "Explore" (non-battle) version of each song, then build atop that to create the more-engaging "Battle" version. Within the game, both versions of the song play at the same time, with the game cross-fading between the versions based on action in the game.

One of the highest tiers of the Kickstarter campaign allowed a contributor to help design a species for inclusion in the game. One supporter contributed at this level and helped design the Crystal.

FTL: Advanced Edition

FTL: Advanced Edition adds several new events, ships, equipment and other features to the existing game. This version was released on April 3, 2014 as a free update for FTL owners, and as a separate release for iPad devices, with the potential for other mobile systems in the future. A new playable species, the Lanius — metallic lifeforms that reduce oxygen levels in any room they are in — were introduced.

Subset Games has stated that they would not likely create a direct sequel to FTL, though future games they are planning may include similar concepts that were introduced in FTL. Their subsequent game, Into the Breach was not funded through Kickstarter and it is unlikely that they will use the platform in future, as they have raised enough money through sales of FTL to fund future projects.

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[-] Wmill@hexbear.net 4 points 2 months ago

Okay so I played the first one a lot on ps2 but I never moved on to the second one. I tried it first again on my computer but it lagged pretty bad and afterward I tried getting a copy but getting a good disc was hard so my last option was the HD verison for ps3 and shit was rough so I dropped it. It's something bigger I worry about the whole preservation of older ps2 games since either people write them off or just point to a collection edition or remaster version. Emulation for the most part is good but whenever I go through lists of games that should work they do up until you're hours deep and suddenly they don't. I do wanna get into softmodding my ps2 since I'm certain the disc drive is getting on in age.

For the book was trying to find options outside of amazon like https://nyxfears.bandcamp.com/merch/girl-flesh-paperback or https://www.barnesandnoble.com/w/girl-flesh-may-leitz/1143152030 but this might be a good excuse to figure out how to get past drm. I got some tech savvy friends I can bug on how do.

Going back to no-copyright even at it's roughest the game still has a flow state where everything just clicks. I made the argument once that a good game can be held back by the hardware it's on and that sounds like an excuse but I point to dark souls really taking off once the pc port got up and running.

Also based SA3 truther, that whole end of the world collecting the chaos emeralds I'm positive was a gonna be in SA1. As much as the crunch at sega is bad I do like speculating on levels stuff like how heroes was gonna have a dino section that made it's way into secret rings because how off dinos being in Arabian nights and all.

[-] ashinadash@hexbear.net 4 points 2 months ago

yea Preservation... fwiw if you have a Gamecube/Wii/WiiU(hacked) or Xbox/360 I can recommend the Gamecube and Xbox ports of the Prince of Persia games. Their PC versions are pretty darn old but I got em working with an xinput wrapper okay. Would be nice if there was a good modern version...

Aw hell yeah smashing DRM time screm-cool

This is true, and the Sonic games are pretty unique among 3D platformers generally. Like Sonic is a Big Brand but they wouldn't stick if they weren't also pretty good, at least some of em or in parts. Dark Souls was ABSOLUTELY held back by hardware, Blighttown running 10fps on PS3, lmao. The port sucked but at least PC let you run it better.

Oh, you think so? Like after Perfect Chaos shatters the city, type of thing? Also I did not know that about Heroes having a dino section, maybe in the rainforest stage? Waow...

[-] Wmill@hexbear.net 2 points 2 months ago

My wii U should do me nicely but I'm still waiting on getting a good bluetooth gamecube controller, got some programs running that linking it shouldn't be a problem. On heroes from what I've seen/heard it was gonna have a dino section mostly concept art but it was cut, someone while working on secret rings probably figured it was worth using. I reckon with no matter the game hardware limits/time constraints things get dropped but they always show up down the line be reason I love learning about betas and the like.

[-] ashinadash@hexbear.net 3 points 2 months ago

Don't have that Gamecube adapter eh? Me either bocchi-cry

I love learning about betas too, I did a deep dive on SA1 development once which was rad. Wish they had kept it targeting 60fps...

[-] Wmill@hexbear.net 2 points 2 months ago

I like your research on these topics like your 06 post, for me I mostly digest info from youtube but like all the sites are there I can just click on them and I really should but I get intimidated. I don't suppose you did another post on SA1 before I can read or if you'd be willing to share what you learned about it.

[-] ashinadash@hexbear.net 3 points 2 months ago

Nah I wishI had much more. A lot of SA1 dev info comes from the SADX Sins site honestly. Lotta good info on the game's guts.

[-] Wmill@hexbear.net 2 points 2 months ago

Sweet new site to browse other than hexbear, yt, and various other fanfic sites big-cool

[-] ashinadash@hexbear.net 3 points 2 months ago

It do be poppin off ngl comfy-cool

this post was submitted on 14 Sep 2024
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