Michael Van Zant
Game Design
Level - Mechanics - Narrative
High Concept:
Abandoned Prototype: A space flight simulator in the vein of Descent: Freespace, X-Wing, and Wing Commander.
Development: 11/2017
Team Size: Solo
Engine: Unity



Space simulators of a mission-based nature have died off since the 1990's. This is an attempt to mimic the mechanics and proportions as a prototype for my own attempt. It was abandoned due to scope: different AI mechanics, a mission creator, and more would have been needed and would have taken a considerable time investment.
What went right?
Successfully mimicked the mechanics of Freespace, including scale and speed. I even had a functional ship & weapon select screen similar to what appears in that game, though updated for modern systems and non-functional to the actual game.
What went wrong?
Scope. I was aware it would be a large scope game, but once I got to thinking about the meta game, it skyrocketed. I knew from the start I'd probably have to bring on other people, but it quickly went from a 3 person project to a 5 or more.
What did I learn?
Don't start off by trying to mimic another property. There's not enough different about this prototype to make it stand out from games that are 20 years old. If I'm going to be banking off something nostalgia driven, I need to make sure to show 2 things: something familiar, and something unique.
Prototype: SpaceSim