Today, Mike Rosa, developer of Miner Wars 2081 and Space Engineers, talks during a Game Developers Expo in the Czech Republic. He talks about the history between the timeline of Miner Wars 2081 and Space Engineers, what choices were made, and how they made their game good. Even all the way to why they chose the name “Space Engineers” for their game, and what they decided on the logo. Quite interesting to learn what made up to this point in its development cycle.
This video is also quite inspiring to all inspiring game devs that want to try to make their own computer games, especially when he was talking about the game engine they used and why they chose to use it instead of someone else’s engine.
Around 24:32 in the video, he talks about how he wanted first person and 3rd person in the game, and why they decided not to have first person in big ships, which was one of my major gripes since getting the game. It does make sense, if you think about it. He says, you got to see around your ship. Of course you do.
How would first person in large ships even work, if they use the same coding for the small ship first person view? Your view would be blocked, unless you put the cockpit in an area that has a view.
SMALL UPDATE: I posted in the comments of the video, and this morning I danced in my seat when I got a response from the head dev, saying “In fact we are going to add first-person for large ship cockpits. Yes cockpits” YAY! 😀 One of my major complaints will be answered!
Next, he talks about that the destruction of ships, was never planned. It just showed up, and when they saw how well it worked, they kept it. It’s funny how something that goes wrong can sometimes, be just what you needed (especially as a game dev).
They worked on the idea even more until it’s the collision models you now see today.
They talk about how they don’t “hype” the product like most game companies (looking at you, SCS/Valusoft, and EA!). They care for their players, and want players to choose if this is the game for them or not.
Right here is how all video game devs should be, especially Triple A games like CoD. Fuck your profits. Fuck your hype. Care about the people who play your game! This guy could be the next Notch, someone who cares about the gamers, not profits and hype.
In his closing, he has a message to all inspiring video game devs out there. To prioritize, have discipline, keep your goals, and most important — to make your game for the player. Well said. 🙂
I can’t wait to see what this company does in the future.