Norwegian studio Triple Ram Games wins the game development competition at The Gathering with their new real-time strategy game Yearn: Steel & Strategy
The first prize in the game development competition at this year’s The Gathering in Norway was grabbed by the 4-man team of Triple Ram Games, with a game only announced mere days before: the real-time action strategy game Yearn: Steel & Strategy.
The game is still in a very early version, but it was still enough to convince the attendees at the Gathering that it was the best game development effort put forth in the competition, as the winners are decided by popular vote among the people at The Gathering
The win in the category means that Triple Ram Games will receive 10.000 NOK, but equally important is the publicity and recognition that the win represents. “Financially, it means that we don’t have to spend our money on licenses and that kind of stuff,” Solveig Møster from Triple Ram tells Nordic Game Bits.
But it’s more about the recognition, really. We can use the fact that we won to stand out and get attention, while we are producing the game
Yearn tries to encompass both a micro and a macro level in the game. “It is actually a pretty direct mix of two distinct design philosophies,” Møster says, and explains how this corresponds directly to herself and another programmer on the team, who each both brought their own favorite approach to the game, and combined them here.
That’s how our fast-paced starategy couch-gaming game came to be
Møster tells, that they are aiming for a pc release as their first priority, even though they are still putting a lot of emphasis on having the game work well with gamepads. However, Møster promises that Yearn’s UI and controls will be tailored to the pc.
The game is still in a pretty early stage. The version of the game shown at The Gathering used provisional graphics, and was pretty far from the vision Triple Ram has for the final game. That is why there has been no screenshots from the game released yet. They want to wait with showing of the game until it resembles the final version better, Møster explains.
“We have planned about a year of production time before release, and we plan to use that time to really polish the game, and make sure it’s a high quality game,” she tells. “We have the time to do that, and we are absolutely going to use that.”
She also explains that the game is actually fairly low scoped for it’s genre. But that is one of the factors that allows them to spend a lot of time on the polishing aspect. And with the victory in the Game Development competition at The Gathering, it seems the basis gameplay represents a solid fundation already.