A few months ago I learned of an MMORPG being developed for Wii through the Opera browser. At first I was very skeptical. Browser games, while fun, usually don’t have the kind of depth that an online RPG requires. However, after a little investigation I became intrigued with this very promising game. The designer behind HullBreach, Daniel Gump, was kind enough to grant 4cr an interview and tell us more about his creation.

4cr: First of all let me say thank you for taking the time to talk to us.

Daniel: Sure, not a problem at all. I’ve been a big fan of 4cr for a couple years now, so I feel it’s an honor to have this opportunity.

4cr: First of all, can you tell us, in a nutshell, what is Hullbreach?

Daniel: HullBreach is an outer space MMO RPG that works in the Opera Web browser on both the Wii (with the Wii Remote) and on the computer (with a keyboard and mouse). Players can optionally use a USB keyboard on the Wii to help with text chatting as well.

The idea for HullBreach came in the mid 1990s after I played an Ambrosia Software game called Escape Velocity. Since it was only for the Mac at that time, I thought it would be fun to attempt a remake for the PC. I was in high school then, using QBASIC. The project went on hold as I developed the Dash 13H graphics library for the next few years. When I heard mid last year that the Wii would use the full Opera Web browser, I decided to revive the project and make it into an online game. Development into what it is now came soon after I wrote the Wii Opera SDK, which was primarily developed just for HullBreach.

4cr: Can you tell us a bit more about the MMO aspects of the game?

Daniel: Sure, in HB players have several ways to interact with other players. The most apparent is the viewing of each other’s ships in space during the entire game. Any other ship in the same sector of space will be visible in fly-bys, on the radar, and on the sector roster. The latter brings me to another MMO element: text chatting. This is achieved by clicking on the name of the ships’ pilots then typing a message. Those playing on the Wii without a keyboard will most likely use this feature less, but it does still work. Space combat is another MMO element. All ships that are not docked can take part in combat.

4cr: Why do you think this game would be a good fit for the Wii?

Daniel: The obvious answer is the Wii Remote. That controller can be compared to a mouse with several buttons. Every button except Home, Power, and 1, has been mapped to a command in HB.

The answer that is not so obvious to those who do not develop software is that many gamers dream of making their own software for consoles but do not have the means to do so. The Internet Channel for the Wii is a way around this, and I am hoping that HB can show what is possible in a Web browser that has added capabilities to handle a console controller. Maybe it will inspire other hobby developers to go beyond the plethora of Flash minigames that already exist for the Internet Channel. Until WiiWare comes, this is the only option, so I am making full use of it. Who knows, maybe HB will make its way onto the WiiWare platform one day!

4cr: I wish you luck. This is quite an ambitious project for a lone developer, and I commend you for it, but do you ever feel that you bit off more than you can chew?

Daniel: My wife seems to feel that way more than I do, but in my long hours of working on HB, she spends her time playing Phantom Hourglass on her DS. I really need to stop neglecting her!

I seem to have the habit of taking on huge projects so that I can keep improving myself and raising my own personal bar every time. Several interested parties have offered to help with artwork and gameplay elements in HB. Once I finish the full engine for the game, I will gladly accept help from others to drop elements into the HB universe.

4cr: So what can users do with your game right now?

Daniel: At the moment, players can do so much more than they could when the early beta was released. The big ones are that they can now text chat and battle. As for other game elements, players can customize characters then enter the game and explore the vastness of space using thrusters or hyperjumping, land at numerous locations to trade goods, take on various types of missions, and swap out ships then upgrade them. Each ship has unique handling and abilities, starting with the slowest: the default shuttlecraft.

4cr: That’s quite a bit. What additions can we expect in the future?

Daniel: There will be additional types of missions coming that tie into player and ship stats more. Content will continue to grow, of course. Players will be able to trade goods and credits with each other. Finally, I will be adding NPCs into the game universe. That will have to come last once the rest of the framework is in place since they will interact with it just as players do.

4cr: How could we start playing the game now?

Daniel: Interested parties can visit http://hullbreachonline.com to set up a free account. Once logged into the game, the character screen comes up to create up to three pilot accounts. Any of those pilots can take on open-ended game campaigns.

4cr: How often and how long does one have to play to stay competitive in this game?

Daniel: It’s tough to tell at this point since HullBreach is still in the beta. Some people play a few hours a day, while others may just pop in once every few weeks to see progress. Yet, even with these greatly different levels of dedication, no one will feel left out because there’s something for everyone.

4cr: Do you have anything else you would like to tell our readers about this game?

Daniel: There is still much to come over the next month. To stay on top of updates, one can visit the recently revamped website to see its new Smash Bros. Dojo style of content revelation. I try to add at least one surprise per day along with well-known aspects.

4cr: Thank you so much for your time.

Links
Play HullBreach Now
Read the HullBreach Wiki