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Star Control: September 2015 update

Star Control: September 2015 update

Greetings!

The team is now fully staffed with the exception of bringing on one additional animator.  It is now, the largest game project currently underway at Stardock across all studios in terms of monthly budget.

For those of you who remember the development of the original Star Control series, you may recall that Paul and Fred worked very closely with fan (SC2 mainly).  In fact, thanks to Paul and Fred we've been able to team up Riku who did most of the best known tracks for Star Control 2 back in 1992 and he's in charge of the new sound track.

Now, that said, we have a number of challenges that we need help with.  I'll list them below.

Challenge #1: IS Star Control Star Control without the Spathi?

The new Star Control is a prequel. It takes place before the events of the original series.

And for those who are deeply into the Star Control lore, our long-term plan is to make the Star Control universe a multiverse.  The Famous battles of the Ur-Quan conflict (part of which is told in Star Control 1 and Star Control 2) take place in one universe.  By contrast, Star Control 3 takes place in a separate universe.

As mentioned, Paul and Fred are the ones who wrote the Ur-Quan conflict lore that manifests partly in the first two Star Control games.  Today, Paul and Fred, the founders of Toys for Bob, work at Activision which precludes them from being able to work on the new Star Control. However, since Star Control is a multiverse, we can, with patience, hopefully wait for the day for a continuation of the Ur-Quan story.

That said, regardless the new Star Control won't deal with the aliens from the Ur-Quan stories for multiple reasons.  First, in the Ur-Quan lore, the humans join the Alliance of Free Stars in 2116, 4 years after the humans are contacted by the Chenjesu and our story takes place in 2086.   Second, because we don't want to interfere with Paul and Fred's story, we want to wait until they're free to work on their story again to continue it.  

From Stardock's point of view, Paul and Fred own the Ur-Quan lore and in fact, this lore goes well beyond what was seen in Star Control 1 and 2.  So while Stardock owns the Star Control universe, we don't make any claim on their lore.  Similarly, post-release if others create their own lore for their own universes, Stardock won't be making any claims on that lore either (i.e. no sneaky EULA that tries to lay claim to any lore/assets made that uses the new Star Control engine).

When you visit www.starcontrol.com later this Fall, you will absolutely see both classic and new aliens together since we support both the new Star Control and the original trilogy. We plan to provide a fairly elaborate series of pages to support Paul and Fred's backstory so that it's kept alive for the day when they can return to the Ur-Quan story.

 

Challenge #2: What IS Star Control?

While game designs are always unique, I'd like to propose that we look at what we are working on together collective as a specific genre (like 4X strategy).

In Star Control's case: It's an action adventure game. Specifically, an action adventure game in which you play as the Earthlings, go out into the galaxy and meet aliens, go on quests, explore planets, and have space battles.

That is what we're in the process of creating.

 

Challenge #3: Defining some core values

Each person will have their own vision of what they think a new Star Control must contain.  Like I said above, SOME people will absolutely say that Star Control is about the Ur-Quan and the Spathi and so forth. 

For me, it's a bit more general.  I want to interact with really interesting aliens that are well written, funny, charming and try out lots of cool ships, design my own custom ship, etc.  That's why we brought on comedy writers early on and have put a lot of budget behind making sure that we're prepared to record 11 hours of voice acting that will be handle through our engine's lips syncing tech (our engine is made by the some guys who led Civilization V's engineering PLUS additional veterans from around the industry).

 

Challenge #4: Satisfying the super fans

So how are we going to make the hard core fans happy?

Broadly speaking (without giving too much away) we plan to provide fairly extravagant mod tools. Tools well beyond what has ever been made outside of say Spore.

If you've read "Ready Player One" then you have a pretty good idea of the authoring level we are going for.  We'll be talking a lot more about this as we progress.

The main point is that our goal is to make the Star Control universe all-encompassing. Infinite continuities with OUR included initial campaign just one of an endless number that the community can provide.  If you've seen what the Ur-Quan masters team have done, imagine if they had millions of dollars in engineering hours designated to providing tools and support to ensure that there's a never ending stream of Star Control content.

 

Anyway, that's where we are now. 

Cheers!

-brad

1,270,506 views 226 replies
Reply #151 Top

Quoting -Farflame-, reply 145


Quoting Frogboy,

We definitely have the arcade style combat in there.  



I see but please, guys, DONT keep the original SC combat. We have 2015 now, we are not in "prehistoric" time with strong hardware limitations. So ENHANCE the combat, make it more closer to Starsector. That way it will be pretty close to original + improvement. And I think there will be many ppl who would prefer to see more engaging fleet combat than forced staged 1vs1 combat.

You can see discussion about it here in reply 26, 31 and 34:

https://forums.stardock.com/466533/page/2

 

I like the original SC Combat, it's part of what makes it Star Control.  Actually, I think it's a big part of what makes it Star Control.  Things can be added to it, but top down combat, i think, is a must.

Reply #152 Top

Quoting UrQuanian, reply 149


 

Yes it WILL change it ! NO FLEET COMBAT !, it would definitely take away the feel of what made SC2's Melee such a great combat experience. 1 ON 1 ONLY !


 

I agree with you, might as well make a Star Trek movie and call it Star Wars.  They both travel in starships and they have characters that belong to one faction or another.  Some people just don't take into consideration the history and traditions of games or any art form really.  

Reply #153 Top

urgh... I hated the arcade combat of the original Star Control. I loved everything BUT the combat, it was so jarring.
Here is a space epic or adventure and uniting races under your banner.... and then you proceed to 1v1 death matches instead of bringing your entire mighty coalition fleet to bear at once...

I hate 'arcade space combat'.

I guess I'll give it a miss. as much as I want to play a new Star Control I don't think I could stomach the arcade combat another time around. 

Reply #154 Top

^ Practice on SPAZ. It might grow on you.

Reply #155 Top

Quoting Hunam_, reply 154

^ Practice on SPAZ. It might grow on you.


Yeah, probably not. I burned out on arcade style space shooters long ago. Too much asteroids and similar along with the Star Control games and flat space...

I really just have had enough of the arcade style. I like my space battles to be more... 'authentic sci-fi' for lack of a better word.

Reply #156 Top

Quoting Wintercross, reply 153

I hate 'arcade space combat'.

I guess I'll give it a miss. as much as I want to play a new Star Control I don't think I could stomach the arcade combat another time around. 

 

I wouldn't give it a miss yet. A lot of our combat is still forum speculation as we haven't fully disclosed how it's going work. That being said, we are actually implementing something specifically for people who don't like arcade combat or really suck at it. Details to come in the future. :) 

Reply #157 Top

As fans may recall, SC1 and SC2 both had options for AI-controlled combat resolution for players who chose not to participate in melee battles. The "cyborg" option allowed players to actually view AI-vs-AI live combat, while the other option simply resolved the combat immediately and displayed the results. I have a hard time believing that Stardock would force players to do any different and it's nice to know that there are other methods of combat resolution being worked on to preserve this signature aspect of the game's combat.

Reply #158 Top

Quoting Awkbird, reply 157

As fans may recall, SC1 and SC2 both had options for AI-controlled combat resolution for players who chose not to participate in melee battles. The "cyborg" option allowed players to actually view AI-vs-AI live combat, while the other option simply resolved the combat immediately and displayed the results. I have a hard time believing that Stardock would force players to do any different and it's nice to know that there are other methods of combat resolution being worked on to preserve this signature aspect of the game's combat.


Yeah but I'm not a fan of auto-resolved combat...
I'd like to have some input, I just don't like arcade-style.

I guess I can wait and see what their alternative plans are, but it if boils down to auto-resolve or AI controlled like the original games then I probably will give it a miss.

Reply #159 Top

Why no October updates?

 

Will there be any major developments before the new year?

Reply #160 Top

Yeah, any updates?    I'm twiddling my thumbs here.....

need more info. =)

Reply #161 Top

October's not over. :)

Been busy getting ready for www.ashesofthesingularly.com early access. ;)

 

Reply #162 Top

Quoting Wintercross, reply 153

urgh... I hated the arcade combat of the original Star Control. I loved everything BUT the combat, it was so jarring.
Here is a space epic or adventure and uniting races under your banner.... and then you proceed to 1v1 death matches instead of bringing your entire mighty coalition fleet to bear at once...

I hate 'arcade space combat'.

I guess I'll give it a miss. as much as I want to play a new Star Control I don't think I could stomach the arcade combat another time around. 

 

The Arcade aspect is pure and absolute brilliance, No game can put you in the frontline feeling the action precisely like Star Control Can, taking it away would be like strapping yourself into a straight jacket, i'm alive and need live action, fleet combat is boring, i've played 100s upon 100s of fleet combat games, they are all the same, and the dumb units doing their own thing like couching back on the easy chair watching a boring movie, Nope i want Action, because i'm alive ! i and most of us want to be on the Frontline and We all want One on One Space Combat only Star Control can provide ! !

If you want coalition style wars go watch star wars, this is Star Control, with real 1 on 1 Action. Arcade style fighting is part of the very genes of the game, it ain't NEVER going away ! ! !

Reply #163 Top

Quoting UrQuanian, reply 162


Quoting Wintercross,

urgh... I hated the arcade combat of the original Star Control. I loved everything BUT the combat, it was so jarring.
Here is a space epic or adventure and uniting races under your banner.... and then you proceed to 1v1 death matches instead of bringing your entire mighty coalition fleet to bear at once...

I hate 'arcade space combat'.

I guess I'll give it a miss. as much as I want to play a new Star Control I don't think I could stomach the arcade combat another time around. 



 

The Arcade aspect is pure and absolute brilliance, No game can put you in the frontline feeling the action precisely like Star Control Can, taking it away would be like strapping yourself into a straight jacket, i'm alive and need live action, fleet combat is boring, i've played 100s upon 100s of fleet combat games, they are all the same, and the dumb units doing their own thing like couching back on the easy chair watching a boring movie, Nope i want Action, because i'm alive ! i and most of us want to be on the Frontline and We all want One on One Space Combat only Star Control can provide ! !

If you want coalition style wars go watch star wars, this is Star Control, with real 1 on 1 Action. Arcade style fighting is part of the very genes of the game, it ain't NEVER going away ! ! !

 

Here is the thing. I loved the original Star Control games. I just hated the combat. I always felt it was only like that because of when it was made and the kind of limitations on it.

I enjoyed everything else apart from the combat, because it just felt like playing asteroids with an opponent.

Reply #164 Top

Space is space, and the environment is and will always remain intriguing. The combat in SC was made to mimic space and how planets asteroids interact with the 2 opponents fighting ! all while thrusting through space, aiming and knowing what the weapon on the specific ship can do to plan how you would use it all unique and exciting, no weapon handled the same !  And no opponent acted the same, it made every combat experience exciting ! Every ship's weapon behavior had to be taken into account and using it had to be planned to reach the target, the trajectory to influence how you would position your ship to thrust and aim correctly, felt very real and i would not want to change that realistic feel ever !, the majority likes that part of the game including myself and we simply won't accept the game whatsoever without it !

Reply #165 Top

Quoting UrQuanian, reply 164

he majority likes that part of the game including myself and we simply won't accept the game whatsoever without it !

Ur-Quanian, before you start speaking for the majority, please take some time to *poll* said majority about a topic. Otherwise, it is just an empty claim to support your point of view with nonexistent evidence.

 

I am part of the ones you did not ask and did not consult. You do not know what I think. Therefore, how you claim to say what I think or what I don't think?

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Reply #166 Top

Here's my thought.

 

I don't want the game to change much, but I understand the need to upgrade it for technological purposes.

 

After all, its been almost 25 years since SC2.

 

But Stardock needs to be very careful in changing what made star control 2 great.

 

What made star control 2 Great?

1) one-on-one melee battles

2)star map with color codes enemy positions.

3)The freedom to roam space and find cool artifacts,etc.

4)joining allies and understanding their circumstances and situations.

5)mining minerals and blasting propes for either RU's or credits.

 

there's many more things I could list, but tho is just an example.

 

Suggestion: Give me the ability to create and\or customize ships.

 

That would make Star control crazy awesome, imo.

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Reply #167 Top

Challenge #1: IS Star Control Star Control without the Spathi?

Speaking personally, when thinking of what makes Star Control, Star Control, I cant help think of two things.

One, a compelling open-ended story with real time consequences for story choices or inaction and a great supporting cast of well fleshed out characters.

Secondly, a very well built universe full of space exploration and discovery were any star system can be your salvation or your undoing, built around a great 1v1 combat engine.

So can Star Control still be Star Control without the Aliens and lore we have become accustomed to?  To anyone who is a long term fan of Star Control and knows the brand, I just don't think so.  So much time has passed that those in the know of what Star Control was, have to many pre-conceived notions on what any Star Control sequel needs to be that the loss of the aliens and lore will make it to much to overcome. To those who play the new title and then discover the old ones, they might be able to see otherwise, as they will have entered without any pre-conceived notions.

 

Challenge #2: What IS Star Control?

As I eluded to earlier in what is quickly becoming my dissertation.  Star Control is two things a great exploration game and resource management with a compelling open ended game leaving the player to prioritize the story as they see fit.  Secondly, a killer 1v1 combat system that can be enjoyed separately from the main story, with amazing designed ships all with unique abilities.

Lastly the music, it just added another level to the game and on many levels was just as compelling as the Story.  Especially giving every character not only a theme in the main game but a diddy in the 1v1 just helped each race maintain a level of individuality.

 

Challenge #3: Defining some core values


Of course I can beat a dead horse and say the core value of the utmost importance is that the game again have a compelling story with a great cast of characters.  But to elaborate, one of the most fascinating aspects of what made Star Control 2 such an amazing story was that the game made you try and draw conclusions with several story lines, such as what truly happened to the Androsynth and Precursors as well as many others.  This allowed the players to flesh out all the possibilities and as much as it may drive us crazy like poor old Science Officer Bukowski, it again added a layer of richness to the game.

 

Another core value that I would find hard to lose is the exploration, both on a galactic and a planetary level.

 

Challenge #4: Satisfying the super fans


Well in closing I think if you can create a game that is able to capture the essence of what Star Control 1 & 2 were while staying true to the basic mechanics of prior two games, I think you will be able to satisfy the majority and I applaud you for at least trying to do as much and being open to rabid fan base that we are.

 

What I think any fan does not want to see is a product that's only similarity is in title alone.

 

Again just my opinion but either way I am just glad that it is 2015, and I am getting to share and read other peoples opinions about a game that helped define my youth!


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Reply #168 Top

As long as you nail the exploration--the way the original dropped you in the middle of the universe, with no clue what to do--that feeling made the game so memorable to me. I'd hate to see a Skyrim or GTA approach, where it's "Open world", but really it's just NPCs placing a marker on your map. The SC2 style was "maybe investigate these areas", or "check in with this race". You weren't clobbered with endless quests at each "hub". You only had a general sense of what you wanted to accomplish, and explored or investigated until you figured out how. The exploration was more fun than the accomplishment. You weren't just going to A, to kill B--you were commanding the Enterprise!

I hated the combat at first, until I realized it was more nuanced than it appeared. You had to pick the right ship, know how to use the environment, and how to manage the strength and weaknesses of both craft. That said, I too felt like 1v1 really killed the immersion. You're building an alliance fleet! I don't think it's all or nothing though. Who's to say you can't have a little of both?

Anyway, nail that, plus weird aliens, humor, and mood, and I'm sold.

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Reply #169 Top

Quoting Wintercross, reply 153

urgh... I hated the arcade combat of the original Star Control. I loved everything BUT the combat, it was so jarring.
Here is a space epic or adventure and uniting races under your banner.... and then you proceed to 1v1 death matches instead of bringing your entire mighty coalition fleet to bear at once...

I hate 'arcade space combat'.

I guess I'll give it a miss. as much as I want to play a new Star Control I don't think I could stomach the arcade combat another time around. 

 

I completely agree with you. From my very first playthrough, I dreaded the battle sequences, at least compared to the rest of the game. The technical limitations of the time made it make sense. Without them 1v1 in that setting does not. 

I will, however, be playing the game. :beer:

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Reply #170 Top

Quoting Androsynth, reply 167



Again just my opinion but either way I am just glad that it is 2015, and I am getting to share and read other peoples opinions about a game that helped define my youth!



 

+1

 

Well said

Reply #171 Top

Is Star Trek, Star Trek without Romulans Vulcans and Klingons? Without the federation or the distinctive nacelle designs?

If you saw a film called Star Trek with races that looked like the original races and called differently like Klangoons or Ramulans and with new ship designs how would you feel? Cheap perhaps?

If I were to buy rights to a franchise and then discover that I don't really have the rights to the race names, ship styles, lore etc I would have made an error with my investment.

Please don't play the respect for the creators card, this is a million dollar project at least and it's business. You are either making a 100% Star Control game or not.

But hey, the people at wargaming.net are making a MOO with psilons and bulrathi. Kudos to them.

Reply #172 Top

Quoting Tovanion, reply 165


Quoting UrQuanian,

he majority likes that part of the game including myself and we simply won't accept the game whatsoever without it !



Ur-Quanian, before you start speaking for the majority, please take some time to *poll* said majority about a topic. Otherwise, it is just an empty claim to support your point of view with nonexistent evidence.

 

I am part of the ones you did not ask and did not consult. You do not know what I think. Therefore, how you claim to say what I think or what I don't think?

 

No need for a poll, I have read most of the replies on this forum to see that the majority that replied does NOT want Star Control to change into some other mainstream genre, and of course i never claimed to speak on your behalf, there will always be people that differ in any type of situation anywhere in the world, however from what i see here on this forum, people want this game to stay Star Control, not change into something mainstream where there is already an over saturated market of the same old same.

Don't get me wrong, i have nothing against RTS games, but Star Control is not RTS like, it is a unique genre of it's own with realtime 1 on 1 battlle !

Whether it be one on one battles, or scouting planets or traveling through the universe, it's Alive ! Experiencing it realtime as you directly control your ship is perfect ! Only Star Control has the ability to put forward something that no other mainstream genre can do, changing Star Control into a mainstream genre will take a away it's truly wonderful uniqueness that takes away an ability to satisfy a need that cannot be found in any other genre.

 

Reply #173 Top

Quoting UrQuanian, reply 172


Quoting Tovanion,






Quoting UrQuanian,



he majority likes that part of the game including myself and we simply won't accept the game whatsoever without it !



Ur-Quanian, before you start speaking for the majority, please take some time to *poll* said majority about a topic. Otherwise, it is just an empty claim to support your point of view with nonexistent evidence.

 

I am part of the ones you did not ask and did not consult. You do not know what I think. Therefore, how you claim to say what I think or what I don't think?



 

No need for a poll, I have read most of the replies on this forum to see that the majority that replied does NOT want Star Control to change into some other mainstream genre, and of course i never claimed to speak on your behalf, there will always be people that differ in any type of situation anywhere in the world, however from what i see here on this forum, people want this game to stay Star Control, not change into something mainstream where there is already an over saturated market of the same old same.

Don't get me wrong, i have nothing against RTS games, but Star Control is not RTS like, it is a unique genre of it's own with realtime 1 on 1 battlle !

Whether it be one on one battles, or scouting planets or traveling through the universe, it's Alive ! Experiencing it realtime as you directly control your ship is perfect ! Only Star Control has the ability to put forward something that no other mainstream genre can do, changing Star Control into a mainstream genre will take a away it's truly wonderful uniqueness that takes away an ability to satisfy a need that cannot be found in any other genre.

 

1- You read the comments of the people that are most vocal.  And just like in any other group, the most vocal people are often the extremists. What I am saying is that you do not have an accurate view of all hardcore fans, only the die-hard ones that would rather not have a new game than to have one that is on iota different from the last ones. And the people that are here are just a part of the fringe that constitutes the extreme fans of SC1 and SC2, which, in turn, is just a fringe of the SC1&SC2 (non-die-hard) fans or people that just simply enjoyed the original games.  We, the people on this forum, are the minority of a minority of a vast number of people. And the people that only want to retain the original mechanics of the games are just the most vocal minority of the minority of the minority of a vast number.

 

So gimme a break with the "No need for a poll".  You are not the umbilic of the SC universe.  There isn't one. And if there was one, it would be me :-)

 

2- Can you please give the "RTS" VS "SC2-as-it-was-and-nothing-else" dichotomy a rest?  Fleet management does *not necessarily* mean RTS. I posted a suggestion for an in-between that is in no way RTS, for example.

 

Finally, I believe there is such a thing called "Faith", another called "Trust" and a third called "Open-mindedness".  We are on the forums of a company that is committed to making a game that will revive a franchise that has long lain dormant, and that is determined to revive the franchise by respecting all involved parties (the IP itself, the creators of the original games, and the fans that kept the franchise on life-support for a quarter of a century).

 

Give them some room to be creative, instead of just wanting to impose your "My-vision-of-what-it-should-be-otherwise-I-will-not-play-it".

 

When they start the founder's program, that we start having more information and that we start messing around with the game, THEN we can really say if the game as envisioned is truly a successor to SC1&2 or not.  At the moment, the only thing we can do is say: "I would like to find this and that in the game" and "I would really enjoy the game if...".  None of us, forum denizens, is authoritative in any way, shape or form.

 

And without any authority, no one can claim to speak for a majority, unless you're speaking for a majority of 1 person: yourself.

Reply #174 Top

Quoting Tovanion, reply 173

2- Can you please give the "RTS" VS "SC2-as-it-was-and-nothing-else" dichotomy a rest?  Fleet management does *not necessarily* mean RTS. I posted a suggestion for an in-between that is in no way RTS, for example.

I believe I can put this one to rest once and for all.

Star Control is NOT being developed as a RTS. It is being developed along the same vein as Star Control 2.

 

 

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Reply #175 Top

 

Regarding Lore:

I don't mind creating a new lore in the same universe.  Possibly this could just be a galaxy far far away.   Which probably means going back to Earth isn't really something you want to do, unless it's an alternate timeline.   It'll depend on the storyline.   Some possible starting point would be you're not the same player as the player featured in SC2.  The old guy talking about his adventures to his kids.   You can be somebody else?   Otherwise it'd be alternate timeline. 

OR It could be that you defeated SC2, but a new threat sucked you into a Worm Hole  (like DeepSpace 9 or Voyager, where you're taken to another galaxy and crashed into a planet with a different precursorship. And must find your way back.)

 

Regarding Game Play Mechanics:

It has to be the 2D planar view arcade mechanics.   Trying to do full 3D would just totally be a different game.   Maybe you can do this but it has to be top down view and 3rd Person from far back, with the option to enable plane view to switch to that mode. Maybe enable a transparent guide that shows where you are.    But really, 2D planar view please.   Need to be able to view it top down and fight with top down mode.   If the ship moves in 3D axis, then hit a button to lock the planar view for top down mode so it reangles/readjusts to be the top down planar view.   The other ship would just look rotated and maybe yours as well.  But you will at least have a visual plane.

 


I enjoyed the SC1 and SC2 mechanics.   It was basically Star War (old DOS game), on a space field with gravity planet or sun and asteroids moving around.   Keep the Melee combat.

I really enjoyed the tactical(Strategic) game mode of SC1. It's like a mini  Sins of Solar Empire/Galactic Civ.   The rotation stars and planning your moves and resources.  Ship Point limits etc.    It was great.    This was like a Space Battle Chess game.   I really hope  you add this mode to the game.  As well as the Super Melee mode of course.

The SC2 Adventure mode, really enjoyed that as well, exploring the galaxy and meeting new races and mining/farming.  

The only thing I'd add to this is probably crafting. And Ship Commanders/Officers that you can assign to the main ship. Similar to Star Trek Online.