Posted August 24, 2021 by timboe
The original idea behind working title Project Destructor was to create a time-reversed real time strategy game. In this original form, infantry units would emerge un-killed from battlefields on the map. The player would be tasked with directing these units back to barracks from which they could be un-trained, and finally the resources which were freed during the un-training processed would have to be un-mined back into the ground. The game would be complete when a fixed number of units were un-trained, all barracks were un-built, and all resources were un-mined.
Significant changes were made to this initial design in the interests of gameplay as the project progressed.
This zero-energy goal wasn't fun. The game already slows down somewhat towards the end as the final (time-reversed: first) particles are corralled into their buildings. If they player has too many buildings to de-construct at this point in the game, they would then have to simply wait while the large amount of remaining energy that past-them used to obtain such an expansive base was deposited as ore into the ground, with no possible user-input. This created a long and boring wait to finish the game.
Removing the time-reversal mechanic does away with the primary idea which this project was originally exploring, but it also solves both the queuing problem and the end game problem. It now makes sense why particles need to queue to enter a deconstruction building, and lets the game end the moment that the last particle is de-constructed. It also results in the game shifting to using a more traditional currency model, with early game energy mined from resource patches and mid-late game resources obtained primarily from particle de-constructed in the existing facilities, allowing for expansion.
I still think the proper time-reversal gimmick could make for an interesting game mechanic, where your current actions are "free" but must be financed at some point in the game's past (the player's future) in order to preserve cause-and-effect. The ability to speed up the passage of reversed time (for example) would help to alleviate the long-wait problem described above. But it is ultimately not the way that VEV evolved though its development process.