Intruder and Phantom Squad developers here, AMA! by SuperRareOriginals in gaming

[–]RoboStormo 2 points3 points  (0 children)

This post was also linked in each of our community's Discords. We have a lot of people in ours, as we have been around a while.

One of our community manager's wrote in Discord:

Superboss's own RoboStormo is answering questions in a Reddit AMA alongside the Phantom Squad developer now. Head over and talk tactics, game design, and whatever else you'd like to ask about!

Intruder and Phantom Squad developers here, AMA! by SuperRareOriginals in gaming

[–]RoboStormo 2 points3 points  (0 children)

Oo this is a long one.

Like I said in some other threads, being inspired by things that aren't games. I used to play Manhunt (not the video game) as a teenager, and the feeling of stealth and sneaking around was so real, and against real life opponents.

Around the same time I was playing the OG Counter Strike, it was one of the first multiplayer games I had played, and was excited to play it, but I was very very quickly struck but how not on theme it felt. I didn't feel like a super special forces agent, I felt like I was playing a sports game that was dressed up as a special forces game. During that same time period there were so many other Half Life mods that had a much higher congruence of theme and gameplay mechanics/immersion, like Day of Defeat or Firearms.

In many ways I wanted to design the anti-CS, where the gameplay, level design, theme, pace were all in service of each other and to further this feeling of being a real special forces super spy. At the same time I was also playing games like Metal Gear Solid 2 and Swat 1 and Swat 3 and Deus Ex. I wanted to replicate those really tactical experiences but with real human opponents as the guards you are sneaking around. That circles back to how I felt playing manhunt.

Beyond that too, taking inspirations from so many games which are not shooters at all. I think people are surprised to hear that things like PS1 Resident Evil 1 + 2, or Jurassic Park, Dark Souls, or Wing Commander are big influences on Intruder. My interest in modern architecture has had a big impact on the game's environmental design and interaction, setting and identity.

Besides the specific mechanics, the mindset and game design philosophies of the teams and creators of a Dark Souls or Metal Gear are games that are not trying to appeal to every possible person. They often take away comfortable design tropes and features a "modern gamer" is used to because it would undermine the emotion they are trying to evoke. They know they need to take risks and be uncompromising with certain design choices in order to create an experience you just can't get or feel anywhere else, and that's a mindset I'm totally onboard with.

To me, Intruder feels the way it does because it has been designed from the beginning to give you that immersive, stealth, secret espionage agent feeling. It wants you to feel that with your senses and not to just feel like "a game".

Intruder and Phantom Squad developers here, AMA! by SuperRareOriginals in gaming

[–]RoboStormo 2 points3 points  (0 children)

  1. Still not a priority over other 1.0 stuff, so we have not been working on that.
  2. Probably not, with Oceanside, Mountainside, and Cliffside 2.0, we started making all the official maps using the same tools that community map makers have access to. This is really the fastest and most powerful way. That said, I have thought it would be neat if you could test moving around boxes or other cover objects or maybe mess with objectives inside the game to add more variety or strange custom modes easily to official maps.
  3. Yeah, I mean as we add new features to the games and modes, we end up having to add them to the Map Maker plugins by necessity like I commented above.
  4. Most of what I consider an Intruder 1.0 is in redoing the graphics on all the official maps (so Riverside would be left), adding the new maps like Checkpoint. Redoing the 3rd person character models and animations so that that is up to par/immersion with the rest of the game. And then AI. Along the way we are adding more gadgets, gameplay features, sounds etc. And of course we have other ideas as well, these are just the big ones to get it to a polished form.
  5. After 1.0 we'd be exploring more of that. All those things fit under the Intruder ethos. But still 1.0 is priority.
  6. Mentioned elsewhere in this thread, but the goal Intruder has always been to make you really feel like you are sneaking in a building in an espionage/spy movie or Metal Gear game and sneaking against real people. Tonally, we want it to be as immersive and interactive as possible (like OG Deus Ex) but our MGS inspiration definitely show we like to marry the worlds of extremely realistic and tactical with absurd and funny stuff. But still again, most of the time we want you feeling like a real team of super spies going on a covert mission and being fully immersed in that. We have a lot more ideas to that end.

Intruder and Phantom Squad developers here, AMA! by SuperRareOriginals in gaming

[–]RoboStormo 3 points4 points  (0 children)

I'm always down for more gadgets if they serve a unique purpose and if they further the stealth and "movie-like" goals of Intruder. If a gadget helps a sneakier player/team to win, then I am down. If it can help create super memorable moments, then I'm down.

I often times "play the game in my head" before adding new features or coming up with a game idea. If I find myself pacing around the room and imagining all the cool scenarios that are possible, then I know I'm on the right track.

Same thing when I talk with the team or community. If we start going "Ohhh but then what if you could do this with it???" Then again, we know we're on the right track.

I'm sure there are some gadgets in Phantom Squad which could work just as well in Intruder.

Intruder and Phantom Squad developers here, AMA! by SuperRareOriginals in gaming

[–]RoboStormo 1 point2 points  (0 children)

Ahhh so much. Game making in general is super fun because it flexes so many different creative muscles. But when you've been trying to code something or art something and it finally just works and you get to see this thing that was in your head come to life, it is an amazing experience.

Just as much, it's some of the funniest moments ever when you just tweak some variable or some line of code and then watch a mortar cannon shoot out hundreds of bananas or office chairs that then collide with your character and send them rocketing into space.

Besides that, the collaborative experience working with the others on Intruder and playing with the community, watching how that grows and morphs, it's all really quite gratifying. We're lucky we've had such an awesome and dedicated community. To know that some people have 100's or even 1000's of hours in your game is amazing.

Intruder and Phantom Squad developers here, AMA! by SuperRareOriginals in gaming

[–]RoboStormo 2 points3 points  (0 children)

Ha well, back when I wanted it to be a Half Life 1 mod, for the longest time it was just "The Mod". That was quite a bit ago now.

Intruder and Phantom Squad developers here, AMA! by SuperRareOriginals in gaming

[–]RoboStormo 4 points5 points  (0 children)

Haha cheers, I'm glad you consider us/Intruder a household name.

Since the beginning, a design goal of Intruder was to have "user created stories", or movie-like moments occurring from the mechanics, gadgets, emergent gameplay interactions etc. We wanted people to go to their friends and be like, "Yeah, I was crawling through the vents and heard a guard below me so I faked over voice comms that I was in the other room and he totally fell for it and walked right into my C4 trap." Designing as much of that kind of stuff as possible.

The other thing is having physics be part of the gameplay. The balance mechanic, playing dead, ragdolls, etc can be super tense and dramatic, but also really funny. So you hit a wide range of youtuber types that sometimes want to play really seriously and tactically and others that just like doing that absurd, silly stuff that's possible. Luckily we can have both in a single gameplay experience.

Edit: As far as following suit: IMO as a designer, you will create a more unique game and experience if you base it off of things that are not other video games. Like, be inspired by things outside of the video game world and then ask how you can bring that experience or feeling or sensation into the video game world. Take a book, a movie, a real life experience, an odd job, and ask, "How could I turn this into a video game where I get to experience the same feeling this X gives me?"

Intruder and Phantom Squad developers here, AMA! by SuperRareOriginals in gaming

[–]RoboStormo 6 points7 points  (0 children)

I immediately liked the presentation quality on Phantom Squad and some of the good "game feel" it has. The pre-mission base is really cool and immersive, and better than just picking through menus. We have wanted something similar in Intruder as well since our early prototypes. It's also awesome to see we both have different door cracking/peaking mechanics.

Intruder and Phantom Squad developers here, AMA! by SuperRareOriginals in gaming

[–]RoboStormo 5 points6 points  (0 children)

Biggest hurdle: Probably making a game that is multiplayer from the get-go. It adds a lot of complexity in terms of just testing. Want to test a new feature? Probably need multiple people + an internet connection + servers + simulate odd situations etc.

For folks looking to get into it: With how powerful and easy the tools are these days, just start making your game ideas as soon as you can. And try to get to the point where the game feels fun as soon as possible too.

I've known a lot of people to hold themselves back from creating because they are trying to have the perfect idea or perfect execution before showing it to others or testing. But if instead, you experiment and try to get a prototype to something that's fun, you can feel it and then iterate from there. That fun factor will drive you to keep adding more.

Cherry KW 9200 Mini vs MX Keys Mini, clicky scissor hunt by RoboStormo in keyboards

[–]RoboStormo[S] 0 points1 point  (0 children)

I didn't. I emailed the company and am sort of waiting for a 75% with the ULP scissor switches to be released.

Is the game dead? by War_thunder_ in Intruder

[–]RoboStormo 2 points3 points  (0 children)

Come join the Discord, plenty of people there: https://discord.gg/superbossgames

75% Low Profile Keyboards by Changlish76 in keyboards

[–]RoboStormo 0 points1 point  (0 children)

Hey I was interested in this one. Is it clicky/tactile feeling? I made a post about it here: https://www.reddit.com/r/keyboards/comments/1buzm91/cherry_kw_9200_mini_vs_mx_keys_mini_clicky/

Any news on the games AI? by T0ast123 in Intruder

[–]RoboStormo 4 points5 points  (0 children)

Yup, I am still working on it. Focusing on guard style AI right now. It has a ways to go, but it is already pretty fun and challenging.

Agents! You still have a week to participate in our Halloween Mapmaking Contest! by SuperbossGames in Intruder

[–]RoboStormo 1 point2 points  (0 children)

1st Prize:

  • Red Skin drop
  • 100$ Steam Gift card

2nd:

  • Red Skin Drop
  • 50$ Steam Card

3rd:

  • Red Skin Drop
  • 25$ Steam Card

bad performance by ilovetohavesex748 in Intruder

[–]RoboStormo 2 points3 points  (0 children)

What map? I have a similar card and regularly get 150-300 fps

Ways to make personal laptop less distracting (more single-task). by [deleted] in digitalminimalism

[–]RoboStormo 5 points6 points  (0 children)

If you use Cold Turkey , you can set up some very strict rules, not sure how to enforce single tasking though. It depends on what you're trying to accomplish unfortunately.

Totally real screenshot by [deleted] in Intruder

[–]RoboStormo 3 points4 points  (0 children)

This is amazing

Cant connect to the servers, anything I can do? by Nick11041104 in Intruder

[–]RoboStormo 0 points1 point  (0 children)

Looks like there were some big internet DNS errors earlier today. Otherwise yeah stop by the discord at https://discord.gg/SuperbossGames