Do you like hearing indie devs spilling the beans about the secrets of game design? Would you also like to see the lovely faces of RPS coaxing said developers to spill those beans at the same time? Well then, you better get yourself over to the Rezzed Sessions stage on Friday October 18th at EGX 2019, as we’ll be hogging the stage from 2.30pm onwards as we grill some friendly developers that just happened to walk into our big indie dev net. From the making of NoCode’s space horror game Observation to how to make an RPG like Disco Elysium, here’s the line-up for the second day of EGX 2019, which runs October 17th-20th at London’s ExCeL.
Autonauts is a sweet game about planetary colonisation. You’ll land on uninhabited worlds and begin to inhabit them by building what you need. But you don’t do it all by hand. The goal is to automate the process, creating and programming worker bots to process the raw materials into a self-sustaining world. As always, the route to colonisation starts with a pie recipe, and it’s one that requires more than just flour and jam.
Autonauts starts simply enough. Craft a bot, train it to chop down a tree, watch it trundle off to do your bidding. What could go wrong? Well, it turns out, quite a lot - because these robots are only as smart as you tell them to be.
"We had something like this the other day," creator Gary Penn tells me. "The Scunthorpe problem." You can teach a machine how to do something and it will do it to the letter - without human intuition to stop when necessary. In the most recent case, it was developer Denki's own profanity filter used to double check the names players give to Autonauts bots. Such systems are notorious for deciding certain clusters of letters - such as those in the name of that particular North Lincolnshire town - are enough to set their ones and zeroes flashing.
But Penn is a veteran of dealing with such things. Starting as a games journalist, he later worked at DMA Design, the studio which would become Rockstar, making Grand Theft Auto and Lemmings - perhaps the closest game to Autonauts on his CV. After that, he helped found Denki, the team behind the Xbox 360 and mobile puzzler Quarrel - a brilliant kind of Scrabble meets Risk. That game hit the Scunthorpe problem, too.