Evolution of the Helper Robots: Part 3
This post covers the development of helper robots in Starfarmer. Read part one here and part two here..
Converting robots from an end-game feature to a gameplay staple was easier than I expected. Instead of forcing players to earn their first robot, we gave them one to start with. We didn't want robots to be too easy to get, so extra robots are pricey, and players can't buy more robots until they upgrade the robot shed. To prevent the robot from being too good for a starting feature, we limited its functionality. It's helpful enough to be clear that it can be a good investment, but you won't get far if you try to rely on it alone.
Once again, this decision had a rippling effect: we had to re-evaluate tool upgrades.Â
Some of the tool upgrades we had designed. Only one of these is still in the game.
Tool upgrades are a common feature in games like Starfarmer, so we had originally designed several "super" tools for the player to use. We were so sure they were going to be part of the game, I even made art for them! But as I played the game with robots in it, I questioned the necessity of upgrading your tools. We had essentially given the player two ways to take care of their crops: upgraded tools, or upgraded robots. Now that they weren't a stepping stone, super-tools seemed more like a dead-end. In the end, we only kept  a couple tool upgrades in the game.
These were the most talked-about design decisions. Others came a bit easier - having the robots limited to one tool at a time felt like a no-brainer, due in part to our visual design of the robot ending up with one hovering body with a tool that attached to the bottom.
We tried out several robot designs before we decided that tools would be attached to the bottom of the robots.
Robots lose charge because that's a common technology problem, and it limits the time they can spend outside. We gave the robots two modes ('patrol' and 'sweep') so players could choose to keep robots outside as long as possible or send them out when there was work to be done. These and other mechanics pretty much fell into place once we had solved the big questions.
Robots are just one example of how a feature can evolve from a vague idea for a feature to a core gameplay mechanic. Each game feature we designed has its own challenges and problems that we had to solve, and the way we solve those problems is what makes Starfarmer the game that it is.
I hope you enjoyed this brief history of designing robots. See you next time!
-Kit










