Meet the Team - Dan Davies

Hi guys,

Dan's Meet the Team is here: https://community.elitedangerous.com/node/226

Talk us through an average day at work for you

My role as game designer varies dependant on the task at hand. We have to see gameplay systems through from the very beginning to final shipping, and we have to retain an analytical mind and see things as a whole. It’s about trying to work out the best things needed to improve the experience for the player at the end of the process.

Currently my days are all about CQC, and we’re running playtests every day this week. As well as leading my crack team of designers and coders to victory over QA, I’m also constantly adding to list of tweaks to be made, issues that need to be addressed and feedback coming from the people playing the game. When I’m back at my desk I’m responsible for managing resources for weapons, ships and modules: setting up functionality and balancing numbers. I also work directly on the layout of the levels, setting out the positions of start points, powerups, destructibles etc.

What aspect of the game have you worked on that you are most proud of?

I’ve worked on a wide variety of things during my time on Elite, from early combat development to scenarios, weapons, ships and stations. I’ve been part of the design team since the early days and I’m immensely proud at what we’ve achieved looking back. Personally however, competitive multiplayer is something very close to my heart. It’s something I’ve grown up with on console and enjoyed more recently, particularly with Starcraft II and League of Legends. I jumped at the opportunity to work out how to bring that kind of experience to the Elite: Dangerous universe and even though still in its (hopefully) relative infancy, it’s been rewarding to see the great reaction of players to CQC so far internally. I’m very proud of what we’ve built with CQC.

What’s your favorite thing about Elite: Dangerous?

It’s still amazing to me what the game does with Super Cruise and the immense scale of systems, we’ve got accurately scaled star systems that aren’t just backdrops but actual playspaces, where gameplay can take part at any given point in a space. That’s a huge technical challenge and something we thought might be impossible at first, especially with multiplayer.

My favorite thing? Dead tie between the audio for boost and the model for the ‘Huge Plasma Accelerator.’

What was the biggest challenge you came up against during game development?

I think it would have to be designing the heat and stealth mechanics back in Alpha 1. We used the scenario “Predator and Prey” as our test case for our mechanics. We had this simple idea of what we wanted for the scenario: you hunt smaller ships while a avoiding a larger ship that can easily destroy you if it detects you. It turned out to be not that simple at all however. We had to work out how to get the AI, the sensor system, the radiator system and the internal systems to work in concert to give us the desired effect. Thus, silent running was born. We wanted a ship to still be visible on the radar at close visual range (even in silent running) but for it to drop into “fuzzy” after a few hundred meters, while at the same time we also wanted the “fuzzy” to last for several thousand meters.

We ended up using an inverse square curve for signature detection that felt like it was balanced on a knife edge but it did eventually give us the results we wanted. Having that scenario in amongst the other combat scenarios was ambitious for Alpha 1 but it really was a make or break as a test for our heat and stealth mechanics. I’m glad we were able to make it work in the end.

What have you learned from working on Elite: Dangerous?

A lot about astrophysics! I dabbled a little bit in Stellar Forge when we first started using multiple star systems and it’s amazing the amount of details we have in there. Making your own star system is so interesting but also a bit of a minefield, the game really complains when I tried to make systems that were utterly gravitationally unstable!

Federation, Empire or Alliance? And why?

I’ve always preferred Federation ship design so I’d have to side with them in a pinch. The Federation capital ship is the clear winner on looks.

Tell the community a fun fact about yourself

I do like to maintain some hobbies that don’t involve looking at a screen and I’ve recently got back into model making. Mike Evans and I recently imported a pair of the new 1/72 Bandai X-Wings and painted them up, his looks a lot better!

If you could ask the community one question, what would it be?

For those who play on control pad, what do you have mapped to left and right on the right analogue stick?

Answer in the thread below!

Ed
 
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This AND a Twitch stream later!?

Stop!

Too much communication from FD!! Scale it back!!

.
.

Please don't! Keep it coming! :D
 
Nice! I'm liking this chatty FD.

And to answer your question, the right stick is / was for thrusters, so l and r would be nudge left and right respectively.
 
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So Dan ...

Cats or dogs?
Lemon or lime?
ZX Spectrum or Commodore 64?
Star Wars or Star Trek?
Up or down?
Marmite: Yummy? Or Yuckky?
Digestive or Oreo?
Pizza: Pepperoni or Ham & Pineapple?
Winter or summer?
You can buy one person a drink ... David Braben or Michael Brookes? (if this is asked to David or Michael, the names change to Edward Lewis & Zac Antonaci)
Planet Coaster or Rollercoaster Tycoon III (inc Wild! and Soaked)?
 
Dan, can you go into the linkage, if any, between CQC activity and our 'Real Space Commander'? How will we be able to participate in CQC when we are off exploring? Will it be possible to earn credits in CQC to spend In Real Space without any risk?
 
I’ve worked on a wide variety of things during my time on Elite, from early combat development to scenarios, weapons, ships and stations.
Would be interesting to know, if he thinks that it still fits for the current version of the game.
Currently we have weapons that are only available in a few sizes (Multicannons, Missiles, Railguns), then we have weapons that are only available as fixed and wont work so well on some of the wider ships.
Also we have weapons that are used very rarely, like the Frags, while weapons like lasers are used very often. Maybe thats because of the ammo, lasers dont need an ammo-refill, all they need is time to recharge.

So yeah, i would really like to know if he as a Designer thinks that the current system is good, or if he thinks that it still needs some tweaks (for example filling the missing sizes, changing how fixed works etc)
 
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to answer the question: DualShock4 (via usb) + InputMapper.

maybe its worth mentioning that i made my custom autohotkey script for quick-tapping/holding any button - so here's a table:

Code:
               Elite Dangerous                 AHK script
Left Stick:
   Up          accelrate                       L3 && R3 >1s, then Up 1s = HyperJump/SuperCruise
   Down        decelrate                       L3 && R3 >1s, then Down 1s = HyperJump/SuperCruise
                                               Down >1s = 1 pip to Systems (fight mode)
   Left        yaw left, 5% deadzone
   Right       yaw right, 5% deadzone

Right Stick:
   Up          pitch down, 5% dz                 Up >1s = 1 pip to Engines (fight mode)
   Down        pitch up, 5% dz               Down >1s = 1 pip to Engines (fight mode)
   Left        roll left, 5% dz
   Right       roll right, 5% dz

oooh, i got a suggeston: the left analogue stick (i mean the accelrating bind) reacts like a binary pedal: it either outputs 0 or 1, to accelrate or not to accelrate - same applies to decelrating
it would be nice to accelrate "a little" by softly pushing the "pedal" stick.. or.. did i miss something in the control settings?
 
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INaeem

Elite Greeter
For those who play on control pad, what do you have mapped to left and right on the right analogue stick?

Yaw. Take care and Elite!
 
Many thanks for your time Dan! Very interesting insight. Being in since the Alpha, I remember all the heat mechanics that we had to learn to cope with, especially silent running. I think you guys nailed it in the end!
 
For those who play on control pad, what do you have mapped to left and right on the right analogue stick?

Don't you collect stats on this through the game? :-/ I use a PS2 joypad hooked up by USB to play the game, with the following configuration:

Left x-axis - yaw-into-roll
Left y-axis - tilt forward/back
Right x/y - Lateral and vertical thrusters

I also use the R3 button (pressing on the stick) to switch to headlook, with the left stick controlling the headlook. I used to use L3 to switch between yaw and roll, but found I accidentally pressed it mid-flight too often, so now it's blank.

And thanks for the Q&A! Especially cool to hear about the challenges in stealth design :)
 
Would be interesting to know, if he thinks that it still fits for the current version of the game.
Currently we have weapons that are only available in a few sizes (Multicannons, Missiles, Railguns), then we have weapons that are only available as fixed and wont work so well on some of the wider ships.
Also we have weapons that are used very rarely, like the Frags, while weapons like lasers are used very often. Maybe thats because of the ammo, lasers dont need an ammo-refill, all they need is time to recharge.

So yeah, i would really like to know if he as a Designer thinks that the current system is good, or if he thinks that it still needs some tweaks (for example filling the missing sizes, changing how fixed works etc)

+rep

And i would like to know Dan's point of view on that too, you could add a great weapon diversity by balancing a bit more the current weapons (dmg/heat/ammo number) and give more option to the class 4 hardpoints.

Meet the team is awesome keep it going Devs!
 
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Don't you collect stats on this through the game? :-/ I use a PS2 joypad hooked up by USB to play the game, with the following configuration:

Left x-axis - yaw-into-roll
Left y-axis - tilt forward/back
Right x/y - Lateral and vertical thrusters

I also use the R3 button (pressing on the stick) to switch to headlook, with the left stick controlling the headlook. I used to use L3 to switch between yaw and roll, but found I accidentally pressed it mid-flight too often, so now it's blank.

And thanks for the Q&A! Especially cool to hear about the challenges in stealth design :)
I have PS2 controllers and a converter to use them on the PC, but it needs a program to use them properly.
I ended up buying a PS2 style USB controller instead http://www.maplin.co.uk/p/speedlink...lC05GRxWsMHraUK4Jhx20YJDvgi1US_jlNhoCdSXw_wcB

I have tried Elite Dangerous with this, and found I prefer my flight stick instead.

EDIT: I also have a modern USB version of the 80's Competition Pro joystick :

comp_pro.jpg


It doesn't work well with Elite Dangerous :D
 
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Dan Davies

Designer- Elite: Dangerous
Frontier
Marmite: Yummy? Or Yuckky?


Marmite for life

Dan, can you go into the linkage, if any, between CQC activity and our 'Real Space Commander'? How will we be able to participate in CQC when we are off exploring? Will it be possible to earn credits in CQC to spend In Real Space without any risk?

You will absolutely be able to dip out for some CQC while exploring, at no risk.

Many thanks for your time Dan! Very interesting insight. Being in since the Alpha, I remember all the heat mechanics that we had to learn to cope with, especially silent running. I think you guys nailed it in the end!

Thanks!
 
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