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FTL: Faster than Light, 12th anniversary - New General Megathread for the 14th-15th of September

12 years ago the best indie game was released

FTL: Faster Than Light is a roguelike game created by indie developer Subset Games, which was released for Windows, MacOS, and Linux in September 2012. In the game, the player controls the crew of a single spacecraft, holding critical information to be delivered to an allied fleet, while being pursued by a large rebel fleet. The player must guide the spacecraft through eight sectors, each with planetary systems and events procedurally generated in a roguelike fashion, while facing rebel and other hostile forces, recruiting new crew, and outfitting and upgrading their ship. Combat takes place in pausable real time, and if the ship is destroyed or all of its crew lost, the game ends, forcing the player to restart with a new ship.

The concept for FTL was based on tabletop board games and other non-strategic space combat video games that required the player to manage an array of a ship's functions. The initial development by the two-man Subset Games was self-funded, and guided towards developing entries for various indie game competitions. With positive responses from the players and judges at these events, Subset opted to engage in a crowd-sourced Kickstarter campaign to finish the title, and succeeded in obtaining twenty times more than they had sought; the extra funds were used towards more professional art, music and in-game writing.

The game, considered one of the major successes of the Kickstarter fundraisers for video games, was released in September 2012 to positive reviews. An updated version, FTL: Advanced Edition, added additional ships, events, and other gameplay elements, and was released in April 2014 as a free update for existing owners and was put up for purchase on iPad devices

Synopsis

The player controls a spacecraft capable of traveling faster-than-light (FTL). It belongs to the Galactic Federation, which is on the verge of defeat in a war with an exclusively human rebel faction, simply called the Rebellion. The player's crew intercepts a data packet from the rebel fleet containing information that could throw the rebels into disarray and ensure a Federation victory. The goal is to reach Federation headquarters, waiting several space sectors away, while avoiding destruction from hostile ships or by the pursuing rebel fleet

Development

FTL is the product of the two-man team of Subset Games, Matthew Davis and Justin Ma. Both were employees of 2K Games's Shanghai studio, and became friends during their tenure there, playing various board games in their free time.

Davis had left 2K Games early in 2011, and after biking through China, returned and joined Ma, who had also recently quit, and began working on the core FTL game. They agreed they would spend a year towards development and if their efforts did not pan out, they would go on to other things. Following the success of the game, the pair began work on their second game, Into the Breach.

The idea for FTL was inspired by tabletop board games, such as Battlestar Galactica: The Board Game, a 2005 space roguelite computer game released by Digital Eel, Weird Worlds: Return to Infinite Space, and non-strategic video games, such as Star Wars: X-Wing, where the player would have to route power to available systems to best manage the situation.

Unlike most space combat simulation games, the beginning idea was the player being captain rather than a pilot according to Davis, and to make "the player feel like they were Captain Picard yelling at engineers to get the shields back online", as stated by Ma. The intent of the game was to make it feel like a "suicide mission", and had adjusted the various elements of the game to anticipate a 10% success rate of winning the game.

The permanence of a gameplay mistake was a critical element they wanted to include, and gameplay features such as permadeath emphasized this approach.

Only as they neared the August 2011 Game Developers Conference in China after about six months of work, where they planned to submit FTL as part of the Independent Games Festival there, did they start focusing on the game's art. The game was named as a finalist at the IGF China competition, leading to initial media exposure for the game.

The additional attention to the game forced them to extend development – what would be a two-year process – and thus they turned to Kickstarter in order to fund the final polish of the game as well as costs associated to its release, seeking a total funding goal of $10,000. Subset games was able to raise over $200,000 through the effort. FTL represents one of the first games to come out from this surge in crowd-funded games, and demonstrates that such funding mechanisms can support video game development.

With the larger funding, Subset considered the benefit of adding more features at the cost of extending the game's release schedule. They opted to make some small improvements on the game, with only a one-month release delay from their planned schedule, and stated they would use the remaining Kickstarter funds for future project development.

The additional funds allowed them to pay for licensing fees of middleware libraries and applications to improve the game's performance. Additionally, they were able to outsource other game assets; in particular additional writing and world design was provided by Tom Jubert (Penumbra, Driver: San Francisco), while music was composed by Ben Prunty.

Prunty wanted to create an interactive soundtrack that would change when the player entered and exited battle; for this, he composed the calmer "Explore" (non-battle) version of each song, then build atop that to create the more-engaging "Battle" version. Within the game, both versions of the song play at the same time, with the game cross-fading between the versions based on action in the game.

One of the highest tiers of the Kickstarter campaign allowed a contributor to help design a species for inclusion in the game. One supporter contributed at this level and helped design the Crystal.

FTL: Advanced Edition

FTL: Advanced Edition adds several new events, ships, equipment and other features to the existing game. This version was released on April 3, 2014 as a free update for FTL owners, and as a separate release for iPad devices, with the potential for other mobile systems in the future. A new playable species, the Lanius β€” metallic lifeforms that reduce oxygen levels in any room they are in β€” were introduced.

Subset Games has stated that they would not likely create a direct sequel to FTL, though future games they are planning may include similar concepts that were introduced in FTL. Their subsequent game, Into the Breach was not funded through Kickstarter and it is unlikely that they will use the platform in future, as they have raised enough money through sales of FTL to fund future projects.

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510 comments
  • idk where the fuck else this would go so it's going here I guess

    It's such a stupid waste to have parents that accept you being trans but then, aside from being politically reprehensive, it's impossible to have a relationship with them anyway. Neither of them has ever really been interested in my life anyway, it seems like their understanding of me just paused when I came out at 15. For years I have been drifting futher and further into shit long beyond their comprehension, to the point where I'm not someone they know now - I spend a lot of my time reading weirdo trans sapphic books or playing weirdo games (gay and trans on a good day) and being autistic has become a major influence on my life. I eat weird and listen to weird music and my schedule is dictated by spoons, nothing that's shocking to anyone here but I'm guessing I might as well be a space alien to them. Whenever this stuff does leak briefly into conversation with them it kind of short circuits. My dad mostly thinks I'm the same person I was when I was in middle school. Neither of them really seems to grasp that I'm trying to take my social battery, sensory needs and worsening health into consideration in my every day. It's really ridiculous, but my parents just talk about themselves mostly. What the fuck am I gonna do, go on a corkboard-chart rant about the discoveries I've been making regarding former Topside Press members? Unserious suggestion. How am I supposed to have a relationship with these people? Everything that matters to me is utterly foreign to them.

    • Yeah

      I live very far from my parents so I don't have to try to make small talk with them. Every once in a while my mom will reach out on facebook with some "remember when" thing and I have to come up with a "yeah that happened" that doesn't sound like "I judge your entire existence to have been an exercise in selfishness and willful ignorance. I spend more time trying to undo your poor parenting than I do using the little useful stuff you taught me."

      I love my parents but really intellectually, politically and emotionally they are children. I spent like a 3rd of my expected life span as an ignorant passive bigot not because my parents were ignorant passive bigots who surrounded me with bigots. I grew up and realized how stupid and wrong those ideas are and they never did.

      • aw fuck

        Wow your parents are way worse than mine. Mine were bad parents too but I wouldn't describe em that way. My dad is good on capitalist and worker's issues, atrocious on foreign policy stuff lmao. Mom drank the neolib koolaid.

        I was lucky enough to grow up having some really formative experiences regarding other marginalised groups and various forms of oppression, plus I read a ton of shit about the CIA so I never really trusted imperialist government. Dad's probably to thank for some of that, he's like a 60s hippie.

        • They are just "born again" Christians so low key racist and queerphobic is the base line. Otherwise they were loving and caring parents who did their best to provide food shelter and education.

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