In The Black

 
 

Info

Platform: PC
Engine: Unreal Engine 4
Time on the project: 4+ years
Company: Impeller Studios

Description

In the Black is a simulation game set in the not-so-distant future. Humans have expanded out into the solar system but not beyond it. The solar system has become the domain of several different corporations. The player takes the part of a private military contractor flying different space fighters at the behest of these corporation, completing their contracts and earning money to buy new ships and weapons.

Realism

Realism is important to In The Black. Every ship and every weapon must be plausible as something that could eventually be invented. This also extends to the games levels and narrative, which need to be based in real locations in the solar system and reflect what they might look like.

Player Abilities

Players’ abilities are diverse, as they can fly a variety of ships equipped with different weapons and weapon mounts. Atop of all this, the player is a flying fighter in three-dimensional space, which allows them to shoot from almost any angle and position. Each ship has its own acceleration, and deceleration. Each weapon has optimal ranges that need to be planned for. For instance, some weapons can shoot across the entire map. Finally, player ships have sensors that can detect enemies’ ship locations from a long distance away if they are not behind some sort of cover.

Levels

While creating levels for In the Black, I have to consider realism, firing angles in 3d space, cover placement around those angles, effective player ranges, and travel time from one location to another. Finally, I must determine what ranges and firing angles are desirable to players. For instance, if a player is in danger of getting sniped by a ship from half the map away, they need to have the ability to see the sniper before they are in range.