Reactor Interactive
have been using Caligari products in the development of their
game Sector 13 since they were first formed. Below you can
hear their experiences about and advice on making a game as
an indie developer.
Tell us a bit about
Reactor Interactive?
|
It began back in 1997 when I
started a company called “Paladin Studios” with some
friends that I worked with. We wanted to make games,
we started some projects, but very typically our focus
was all over the map, so nothing ever really came close
to getting done!
When I finally decided to go back to college full-time,
I was sought out by a group of guys who wanted to make
a game. They had heard that I had done something similar
in the past, and that I was at school to get a degree
in multimedia technology management, which I hoped to
use to start a game development career.
|

|
This was a group of five guys with a very typical first-time
idea - massive in scope and far too ambitious to be done by
amateurs in their spare time! The original idea was a go-anywhere,
do-anything type game in the vein of Freelancer, with a very
epic storyline and some pretty cool characters. While a good
idea, and something I hope we do still get to do someday,
the first thing I told them was that they needed to temper
their ambition and focus. That was how Sector 13 was “born”.
We decided to focus on our space flight engine and fighter
combat system only.

|
That was six years
ago now. Unfortunately, the reality of how much work
it is to make a game sank in with most of the team and
before too long it was just two people, Ryan and I,
still plugging away at it by ourselves. After I graduated,
we just never stopped working on it.
We loved the idea of a multiplayer
space combat game that captured the feel of those late-night
first person shooter frag-fests we loved so much back
when we were in school.
|
So we decided it was time to get serious. Ryan moved out
to where I lived and we began to work on Sector 13 in earnest.
About that time, we decided to make the switch to an existing
engine, rather than continue to try and write our own (which
in hind-sight might not have been the best decision now that
XNA is on the horizon – more about that later) and to get
ourselves a complete team again. So we switched to the Ogre
engine, and recruited the best group of guys I’ve had the
privilege of working with. After two more years now, we are
really close to completing something that we are really, truly
proud of, and can’t wait to unleash on an unsuspecting gaming
public!
How did you settle on
the idea for Sector 13?
Sector 13 was originally part of a complete
action/adventure game engine. However we chose to focus
on the space flight and combat model, with the plan
to eventually build onto it until we had a much more
epic and ambitious game. After a while though, we realized
just how much fun it was when you boiled a game like
this down to its basic elements, and decided that this
was in fact the final game design.
We wanted a fast-paced, arcade-like multiplayer space
shooter that focused on the action. Though we loved
games like Freelancer, Descent Freespace and the X-Wing
games, we wanted to stay away from the simulator and
resource |

|
management approach. We wanted a game
that you could play on a LAN between classes with friends
for 20 minutes, blowing each other up and having some fun
without any sort of long-term monetary or resource gathering,
upgrades, etc.
I like to compare it to a fighting game, such as Soul Calibur
or Virtua Fighter. All the characters are balanced and have
an equal chance of winning in the right player’s hands, and
you just choose the one you like the best due to looks, or
attributes, style, etc.
So, the starfighters in Sector 13 kind of became our “characters”.
We have a collection of starfighters in Sector 13 that are
balanced and appeal to different players for different reasons,
making skill and experience the heart of the game, rather
than putting hours into the game to buy upgrades.
We realized some customization aspects were needed, which
led to our hard point weapon system. We also wrote a whole
set of editors and tools and other elements that we hope will
make this a unique experience compared to what’s out there
on the market right now.
What has been the hardest
part in making Sector 13?

|
The hardest part - doing any sort of realistic project
management. Everything, absolutely everything, takes
longer than you expect.
Being volunteers with lives and commitments and day
jobs, there’s no way to judge how long a certain task
will take. Trying to keep to deadlines is almost impossible.
However, the team really understands the importance
of certain milestones, like those around contests and
exhibitions, and they have always come through in a
pinch!
Getting published is an extremely difficult task, but
it’s not something we’re focused on yet. We don’t expect
anyone “in the industry” to take us seriously until
we’ve
|
accomplished something. We understand
the risks involved with an indie team, and how hard it is
to actually stand out in the market, and we have a plan to
address all of it, but for now, our focus is just on having
something “done” and marketable to prove the soundness of
our concept.
What are your thoughts
on recent options for an indie developer to get a game published,
such as WiiWare, Xbox Live with XNA, Steam, etc?
Right now, XNA has me really excited.
If it ends up being everything Microsoft says it is, it could
be the best and most accessible option for an indie to get
a game onto multiple platforms, including a console, without
doing a rewrite or port. I hope to take advantage of XNA with
Sector 13 sometime in the near future.
For distribution methods, Xbox Live Arcade is also something
that I feel has amazing potential. I hope to get Sector 13
onto XBLA soon as we can. It seems like such a great way to
get the game in front of lots of gamers with huge potential
for expanding content and growing the game beyond just a casual
title.
Other services
we’ve looked into have some very prohibitive fees and
profit percentages compared to XBLA, but I think a lot
of other companies are seeing how well Microsoft is
using the Live Arcade service and trying to follow suit.
We’ve seen some companies in the PC realm trying to
pick this ball up and run with it, and we are pursuing
some partnerships to make sure Sector 13 gets into the
hands of as many gamers as possible when it’s ready. |

|
What aspect of Sector
13 are you most proud of?
Honestly, of all the things I love
about Sector 13, the thing I’m the most proud of, is my team.
They are so dedicated and talented and have given so much
of their time and dedication to this vision, and I know that
the only reason Sector 13 is something to be proud of is because
of their hard work.
What advice would you
give to those just starting out in making their own game?
This is a tough one! There’s so much
that I’ve learned along the way, it’s hard to narrow down.
I’d say, the number one thing is, be realistic. Don’t try
to make the next million-player MMO for your first project.
Don’t expect to put a demo together in three months and have
publishers knocking on your door. Don’t think that a group
of a dozen guys in their spare time will make a game that
can compete with games that have millions of dollars in the
budget and a team of experienced full-time developers.
The key to indie gaming is to find a genre or even a specific
game-type that you know has an audience, but is being neglected
by the mainstream. Then, know your audience, know what they
want from a game like this, have a clear vision of what you’re
trying to accomplish, and then have a design that you know
you can complete in a realistic timeframe.
I’ve been working on Sector 13 for six years now, and of
course I never intended for it to take this long. Only now,
after years of development, are we truly ready to create a
serious commercial version of the game that we can honestly
say has a chance in the current market. It takes time, and
you won’t know everything you’ll need to know on your first
try. Just have fun and remember why you love games and what
drew you to wanting to create games.
What tools do Reactor
Interactive use?

|
Being indies, we have quite the diverse collection of tools as we all come
from different backgrounds. Most of our tools are free
or low-cost. Our current engine is the Ogre3d open-source
engine.
We use Subversion and TortoiseSVN for version control,
Bugzilla for bug tracking, a PHPBB forum and web-based
chat system for communication. We also have regular
meetings via a TeamSpeak server, and use a secure FTP
site for sharing files.The programming team uses Microsoft’s
Visual Studio Express tools almost exclusively for all
technical development. |
On the art-side of things, we have fairly complicated pipeline;
more complicated than I’d like! I use Caligari products myself
of course. My art team uses everything from Maya to Blender
to create models, which then will be UV’d by another artist,
which then goes to another artist for texturing, which then
goes to me or another artist for clean-up, rigging of bones
and exporting. We have art programs that are just used as
middleware to get objects into a format that other programs
can use!
For example, a UV’d model created in Maya will be sent as
an .obj for texturing to our 2D artists. That model is then
sent to me to be loaded into gameSpace for some clean-up and
exporting out to Milkshape. In Milkshape, I’ll rig bones and
joints to designate things like where engine glows go, gun
and missile fire points, and other points of interest that
are generated by the engine. Then, Milkshape will export out
to an Ogre mesh/skeleton format, which we then have to run
an Ogre command-line tool on to create a special bones file
that the engine actually uses. That model is then ready to
be put in-game. I wish it was much simpler, but for now, that’s
how we have to do it!
What does the future
hold for Sector 13, and for Reactor Interactive?
| My only plan right now is to finish this first version.
In indie gaming, it’s very dangerous to get too far ahead
of yourself. We’ve already pitched Sector 13 in its incomplete
form to several publishers and distributors, and based
on the feedback we received it’s clear that this industry
is all about reducing risk. A completed title with an
established growing audience is far less risky than an
incomplete game. |

|
I have a plan to work around that, though things change so
quickly that the plan has to stay fairly general! My goals
though are to be on XBLA as a minimum, but I have true triple-A
aspirations for Sector 13, but that will take several iterations,
expansions, and some lucky breaks to get there.
I and other team members have had several job offers in the
industry thanks to Sector 13. None of us have taken any of
them up though, and I know that in my case, it’s directly
due to my belief of what Sector 13 can be.
What has been the biggest
benefit for you in using gameSpace?
For me, I love gameSpace because of
how easy it is for me to use and how quickly it lets me get
an idea from my head and into a tangible form. Some of the
apps I’ve worked with look like they were made by programmers,
for programmers, and not intuitive for an artist. Blender,
for example, is an application that I absolutely despise due
to its clunky, unintuitive and very programmer-like interface.
To me, it’s not an art tool, but a technical tool for creating
art.
gameSpace, on the other hand, when I’m using it, it feels
very similar to picking up my pencil and sketching in my sketch
pad. Often, I skip the sketch pad altogether and just get
into gameSpace and start modeling, since it’s almost as easy
to get my ideas down in gameSpace as it would be to get them
down on paper. I love this aspect of gameSpace vs. many of
the other 3D apps I’ve used.
What are the most exciting
changes in the field of game development that you see coming
up in the next year?
 |
The thing that still excites me the
most would be XNA. The idea that a game could be written
once, and then work on any machine or platform that
meets the minimum hardware requirements without porting
or rewriting any code is exciting.
It will allow developers to really focus on making
a great game, rather than have to spend a lot of work
on all the technical challenges and compatibility issues.
Also, I see many new distribution methods coming. I
see companies starting to understand the brilliance
of services like Steam, that focuses on making it as
easy and accessible as possible
|
for developers to get their game in
front of their target audience and have a chance of making
some money to keep the development going. I see companies
starting to realize that they can make some great money off
making ideas easier to achieve, and that really gives me hope
for the future of gaming.
|