You take any old wooden box and a pencil and you just draw it, right? We like to draw things from the ship’s history rather than look at our own ship.”
The only problem with some of the ships in the game’s lore is that they still exist. You can see them in the game’s history, but you can’t actually see the ships themselves, at least not yet.
“That’s a big part of the fun,” says Tynes. “We do all sort of things in the game we haven’t been able to do before. For example, the game’s story mode does things like it used to, but it also does new things, things that aren’t in the story mode. It’s one of the things I’d love to see in the game.”
But how does the player know the ships are real? And how do we tell different ships apart?
It’s a long process. But Tynes, who was an artist at the time when he was creating the ships, remembers how he and his coworkers would have all decided what is real: “When they were creating these ships, it was a team effort. Sometimes one part of the team could pick a ship and say ‘I really want on this ship.’ I would be like, ‘Okay, that’s what it is.'”
It took Tynes six years to create the first of them. (In the game he made, a “droid ship” is a kind of robot on board.) That process helped make the first game, “Rise of Cthulhu,” a success.
“I was an artist on there, too,” he says. “Every time I came back to it, I’d find a little bit of stuff changed. You had a character in a suit that you could only buy once. You changed the ship you bought. It was a little bit like a movie: ‘OK, what was the ship that made the film?’ and things like that. I would say a lot of people would like that stuff.”
The lore was a key part of making the games as memorable as possible. “You always have that in your games,” says Tynes. “And so much of the lore in it is based off the ship as well. It’s really like, we did a version of the ships that were real ships and they all look like people and the art design and stuff like that. It’s not really a game that is like, ‘Here’s a ship that
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