Rockfish Games, creators of Everspace 2, AMA

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RFG_Erik

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Aug 24, 2020
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Hello! How long does it take to create the concept art? Is there a team member that can always be relied on to create the craziest designs?
I asked our Creative Director, @RFG_Uwe, for additional comments on this one. This comes from the man himself:

Well, it's not a single man's job. Here at Rockfish there is a whole process involved. Usually the game designer and art director start with art references from movies, games or real world designs, from where our concept artists create several original 2D thumbnail sketches. Then, from our favorite thumbnail 3D artists build a 3D block-out which gets tested in-game, sometimes for quite a long time and from the entire team, depending on the gameplay relevance of the asset.

After several adjustments in 3D, the block-out gets a detailing overpaint, again from the concept artist, resulting in the final concept art or mood for the asset. All in all the process can take from 3-4 working days for a small asset, but it can also take over several weeks when extra detailing, animations and close-ups are needed.
 
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Hi there!

I was wondering if you guys plan on having some economy-related content in the future, something similar to EVE... I mean, protecting convoys, mercenary work and all seems to fit space games like a glove.

Also, if I may ask: how do the guys that make story/script are employed (apart from the huge 1000posts interatcion)? Would love to know more about that.

Thanks in advance, and GL with Everspace 2!
 

RFG_Erik

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Hi there!

I was wondering if you guys plan on having some economy-related content in the future, something similar to EVE... I mean, protecting convoys, mercenary work and all seems to fit space games like a glove.
At it's core, EVERSPACE 2 is a looter shooter utilizing fast-paced combat to keep the player engaged. While we are establishing the game world in a new open world space, as well as applying many RPG features, we're trying not to get too crazy with other factors to deter from our focal point: fast-paced combat with meaningful itemization. Through this, trade routes and economy systems can go a long ways, and we're planning on implementing some of these features lightly. We don't want a player to keep an open tab on the shifting market prices though :D

Basically, if you know a station desires a certain resource, and you know where to get that resource, then that station will be delighted when you bring it to them. And there will be many different jobs available to tackle as well, ranging from protecting those at a distress beacon, crushing an opposing opposition, supplying a growing factory, stealing intel from a base...wait this isn't really a range is it? The point is there will be options to choose and complete.

I know this was only part 1 of your question, so I'll ping the guys and see if we can get the second half tackled as well.
 

RFG_Erik

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Is EVERSPACE 2 CPU demanding?
As of right now, in our alpha stage of development without being optimized, it's a bit demanding to run 4k 60fps at max settings. We added some info on the first post since this is a popular question:

In the current alpha (still lacking optimization): 4K, 60fps can currently be achieved with an i7 and an RTX 2070 Super.
6-yo gaming notebook with 16 GB of RAM, i7 @2.6 GHz and GTX 970M still pulls of 1080p at 30fps.
Recommended specs (PENDING) are likely going to be around 16 GB of RAM, i7 @2.9 GHz, GTX 1080. This will likely achieve epic settings at 1080p with stable 30 fps.
The goal is to hit 4K at super-stable 60 fps on an RTX 2070 Super or equivalent on high+ graphics settings.
 
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what is the biggest difficulty in creating games? I am new to the area and would like to know how to avoid it if it happens, please haha
 

RFG_Uwe

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Hello! How long does it take to create the concept art? Is there a team member that can always be relied on to create the craziest designs?
Well, it's not a single man's job. Here at Rockfish there is a whole team involved. Usually the game designer and art director start with art references from movies, games or real world designs, from where our concept artists create several 2D thumbnail sketches. Then, from our favorite thumbnail 3D artists build a 3D block-out which gets tested ingame, sometimes for quite a long time and by the entire team, depending on the gameplay relevance of the asset.
After several adjustments in 3D, the block-out gets a detailing overpaint, again from the concept artist, resulting in the final concept art or mood for the asset. All in all, the process can take from 3-4 working days for a small asset to over several weeks, when extra detailing, animations and close-ups are needed.
 
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RFG_Uwe

Registered Developer
Aug 28, 2020
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15
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Hi there!

I was wondering if you guys plan on having some economy-related content in the future, something similar to EVE... I mean, protecting convoys, mercenary work and all seems to fit space games like a glove.

Also, if I may ask: how do the guys that make story/script are employed (apart from the huge 1000posts interatcion)? Would love to know more about that.

Thanks in advance, and GL with Everspace 2!
Regarding the first half of your question, we'll surely have a lots of situations where you can either escort convoys and protect them from attackers or just loot them yourself with the usual consequences. And there are plenty of mercenary job boards already, don't worry.

Answering the second half of your question, we have two freelancers, a game author and a narrative consultant, writing story and script for Everspace 2, but we also have a narrative designer in-house, responsible for the mission design and ingame dialogues and sequences.
 

RFG_Uwe

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Will you be having any crossovers or content inspired from the likes of Star Trek and whatnot? I think it'd be fun to have a cool little easter egg like the Borg cube that'd annihilate you if you got too close.

Nerding out here of course, but I'd really like to see this being a possibility.
As much as we like content from other IPs, we really don't want to use it in such an obvious way, since lawsuits would follow immediately. But also the respect for other companies or individuals' intellectual property simply demands a certain degree of decency to develop our own ideas and content in the long run. However, it is OK to quote certain games, movies or literature in a subtle way, as long as it is recognizable as such.
 
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Apr 13, 2020
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Will the installation of the game allow for a large portion of the files to be assigned to a slower type of medium (such as an spin type HDD) while the operational aspects of the game are being stored on the quicker drives (such as SSD and M.2/NVMe) ?
 
Sep 2, 2020
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Would it be possible to create a stripped down version of Everspace 1 / 2 for mobile devices - eg. like Everspace for the Nintendo Switch? I'd love to be able to play it on the go, even if it means buying it again.
 
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I know EVERSPACE 2 won't have multiplayer, but if there is an EVERSPACE 3, would multiplayer be something your would consider? Or would the balancing issues be insurmountable? Not complaining, just curious.
 
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