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Gamertag Radio

Battle Aces: Uncapped Games Interview

Gamertag Radio

Gamertag Radio

Games, Leisure, Other Games, Video Games

4.2523 Ratings

🗓️ 13 June 2024

⏱️ 8 minutes

🧾️ Download transcript

Summary

Get the inside scoop on Battle Aces from the developers at Uncapped Games.

Transcript

Click on a timestamp to play from that location

0:00.0

Hi, my name is Ted Park.

0:09.0

I'm the art director here at Uncapped Games.

0:12.0

Our studio is comprised of a lot of veteran RTS developers.

0:17.0

Many of us are from Blizzard, but we also have many from other studios like Relic Entertainment, BBI,

0:22.6

who have worked on games like Age of Empires, Dawn of War, Deserts of Carrick.

0:28.6

So yeah, it's a very highly experienced RTS-specific development team.

0:34.6

Awesome, I'm saying, so tell us a little bit about Battle X's. I know you said that this is

0:39.3

going to be a little bit different than other RTS or what makes it different? Oh yeah. So I would say

0:45.6

our game, like as our senior game director mentioned on stage yesterday, we're trying to make an

0:51.5

RTS for everyone. But what that means is like we're not trying to just do everything possible.

0:58.0

We've kind of figured out a scale and scope of our project and we're kind of concentrating on the multiplayer core loop to start off with.

1:05.0

But having said that, we're focusing on a concentration on fast action and combat.

1:12.6

And then we're also trying to concentrate on short match lengths as well too.

1:17.6

So hopefully when people come and try our games, it's a little bit less intimidating in certain ways.

1:23.6

But we're trying to leave a room for a high skill ceiling as well too.

1:26.6

And also with, I know here a demo there, a 1 v1, 2B2, even with more people playing, is those are considered short matches too? Yes, yeah. Yeah, it doesn't matter what mode you're in at the moment. We cap it at 10 minutes maximum, but most of our average games are closer to 5 minutes. And why is that? Is it because of the speed? Is it the stuff that you select in the game? Or what is it? It makes it work so fast. It's all designed specifically to be a fast-paced game. And what I mean by this is like in a normal traditional RTS, you have to spend a lot of time building workers, building your buildings, placing

2:01.6

them in the right spot, and waiting for them to build. There's all kinds of delay timers.

2:05.6

And for our game, we decided that it's like, is that really necessary for an RTS?

2:10.6

Can we streamline some things but still retain the spirit of why they're there?

2:15.6

So like if you try our game, what you'll notice, we have a primary core building,

2:20.9

and then eventually you'll build a resource basis that will kind of help accelerate your economy.

2:26.8

But you don't have to really place them, just hit one key.

...

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