Reactor Interactive

All three members of indie developer Reactive Interactive were present - Drew Clerk, Ryan Buhr and Brian Linton. They took the time to show the latest demo of their game, Sector 13, which already looks impressive, and has been continuing to grow and improve over recent months.

Drew did the presentation, while Ryan played in the background, giving us all some eye candy to watch while Drew filled us in on the thinking and history of the game.

Their plan had arisen due to a lack of games in this style. Sure, there were space shooters, but they were often integrated into something that involved a lot of flying to and from various locations. What Reactor Interactive wanted was something fast and frantic, something multiplayer - something that was the space shooter equivalent of a death match held in a first-person shooter.

 

With that in mind, they set out to make their game. They coded it themselves, building their own 3D engine - even including bump mapping, which makes the asteroids, with their roughened surfaces, very impressive on close-up.

Although the game is meant to be quick and accessible in play, they didn't skimp on giving it some depth, thinking out a back story that goes behind the events in the game. They have also worked on some very impressive "beauty renders" as well as impressive in-game graphics.

The story relates to a section of space, the Sector 13 of the title, which was divided up among various companies, with a written agreement that there would be no governmental / federal interference in events there, basically giving the companies full control.

 

Over time, the companies warred with each other in border disputes, taking and re-taking various systems, and ultimately only 5 companies survived. Each company has its own unique look to its ships, and each ship has been designed to counter a particular threat that arose from another company's developments or activities.

Click for larger image

Click for larger image

The Thunderbird ship, high res version...

....and the low res as used in game


Indeed, the ship designs are one of the first aspects of the game to really jump out at you. You can tell a lot of thought has gone into them, and they have tried to create the ships in such a way that every player will have a favorite - and that they will almost instantly be able to decide what that favorite is, just by looking at them!

A careful mathematical formula was used to rate each ship, which factors in the elements of speed, armor, weaponry and so forth. Each ship ends up with the same final number, ensuring there is no unfair "super ship." The differences in the ships then comes down to style of play, whether you want a slower but more heavily armored and armed ship, or something faster and more nimble but a little more frail when it comes to taking damage.

The dagger

The Grimbolt

Designing the spacecraft was easy, according to Drew who worked on that aspect of the game. He finds trueSpace and gameSpace so intuitive that he doesn't even create sketches first, but instead dives right in to modeling with the idea in his head, and quickly brings it to life inside trueSpace or gameSpace. This means that the spaceship goes from concept to high-poly model to low-poly model and from there right into the game, all within just trueSpace or gameSpace.

So efficient and smooth is the process, that Ryan can be testing the game, and if something shows up as needing changed on a model, Drew can rework it, save it, and Ryan can just load up that new model right into the game, greatly enhancing their workflow.

The story extends to describing the individual ships and their development, as well as describing the various different areas of space in which combat takes place. All this is presented in a very slick and professional interface that equals any commercial game already on the market.

Reactor Interactive also worked hard on the flight controls, wanting to make them accessible and fun, yet retain full control for the player. It will play well with just mouse and keyboard, but truly shines when used with a joystick, letting the player immerse themselves in controlling their craft.

Brian is the latest member of Reactor Interactive, and he has mainly been working on streamlining code for maximum speed and efficiency. The division of labor between the three members works well, with each specializing in a certain aspect of the development, though each is capable of taking on any role if need be.

The game has come a long way, and is already very polished and professional. This leaves Reactor Interactive at that difficult point for a new developer with their first game - even though they have taken the game much further than many "proofs of concept" ever reach (it's already playable, with a working multiplayer mode), they still have to find a publisher willing to take them on, and some investment to let them see the game through to completion for release.

They also have many more ideas here than just what they have produced here - in a way, this is just the "flight and combat" part of a bigger picture.

Drew outlined how they have plans for more game play, taking place further down the timeline from the current Sector 13 game. In this development, the closest thing to a "bad guy" in the current game has triumphed, and moves on from Sector 13 to try and control the rest of space.

Clearly, Reactor Interactive is a developer with plenty of good ideas. Much more importantly though, it is a team that can actually bring those ideas to life and has shown they can do that in a very real and practical way. All too often games never get beyond that "good idea" phase, but with Sector 13 even as it stands now, the team has shown they go beyond just the idea, to the game play balance and mechanics, to the intricacies of a 3D engine and real-time effects, to great modeling, to a superb interface that holds it all together - nothing overlooked; everything it takes to make a finished, polished, professional game.

All they need now is that backing.

More Information:

Email Reactor Interactive: dclark@reactorinteractive.net
Visit the Reactor Interactive web site: http://www.reactorinteractive.net/home/
Download the Sector 13 demo: http://www.reactorinteractive.net/download/download.html
Read the earlier Sector 13 Case Study: http://www.caligari.com/gamespace/casestudy/default.asp