SNEAK PREVIEW: First Gameplay trailer!

Greetings!

Last month I showed you an animatic we were using to help guide the development team on the player experience we were going for.

This month, we have put together our first gameplay trailer for the game designed to allow the public to know what Star Control: Origins is about.

It's in the Founder's Vault now.  We would love to hear your thoughts, particularly on the music and sound (other than the end logo screen, we wanted to make sure we were using music you'd hear in game).

The goal is for people to get to see what the new Star Control: Origins will be like to play versus, say, a story-driven trailer like we previously have shown.  We are hopeful that fans will prefer to see what gameplay will be like versus a pre-renderd cut-scene.

The one thing I have mixed feelings about are the shadows:

http://screencast.com/t/JRhchSGAkh05

We have them in here but there is the possibility they could get cut in order to make our hardware requirement objective (they're not fully developed at this stage so we will know within the next few months whether we can do this). Not sure how many people will care about this or not.  That isn't to say we won't have shadows, just not sure about this fidelity.

271,847 views 68 replies
Reply #1 Top


We have them in here but there is the possibility they could get cut in order to make our hardware requirement objective (they're not fully developed at this stage so we will know within the next few months whether we can do this). Not sure how many people will care about this or not.  That isn't to say we won't have shadows, just not sure about this fidelity.

I am in the no-shadow crowd. I only care about shadows in FPS types of games where shadows can give clues to what is around the corner. If I have to disable shadows to hit 60FPS, I will do it!

 

Now onto the video... (Which will take me awhile to download since it is ~700MB and I only have 6Mbps DSL... Update: 2 hours left...)

 

(And thanks for the mid-month update!)

Reply #2 Top

I'm in YES shadows LOW/MINIMAL fidelity crowd.

 

Are the vid shadows High fidelity/resource hogs? If yes, then dumb them down, but don't get rid of them completely.

I really loved shadows + lighting "play" when lander was going around dunes in the vid [0:38-0:42].

 

MUSIC. I'm not sure if trailer was supposed to have it, 'cause it doesn't. Ok, it does, but it's so subtle that I took it for ambient effects. It's way too unnoticeable (quiet?) and unmemorable. I ABSOLUTELY LOVE XRAKI and DRENKEND SPACE TRACKS though. Both are enigmatic, menacing and very sci-fi. It's closely followed by their dialog music too. Can we sample the other music? I don't think hyperspace or melee track will work for the teaser trailer. The music has to be enticing, intriguing, enigmatic to plant some sort of interest in a potential player. Having said that I really liked how the first 30 seconds of StoryCutscenerough.mov sounded. And the end title clip is superb way to finish the trailer.

TRAILER. What's the purpose of it? If early marketing, than this trailer is a total doo-doo. (Refer to Civilization VI trailer on how to make a marketing trailer: fantastic music, great stills and superb narrator.) If teaser/gameplay reveal then it's only missing melee portion and upgrades/shopping screens. Otherwise it's ready to go. One little thing. I didn't like how Scryve said "denied" in the end of his sentence. It sounded like he lost interest in conveying his threat to us by the end of the sentence. lol

 

 

 

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Reply #3 Top

Thanks for the weekend snack!

Shadows are great, easy to turn on/off if there are issues. What are the minimum hw specs that you're aiming for?

I've downloaded and watched the video about 5 times, still digesting but here are some initial thoughts.

Is this supposed to be a concept demo or a polished trailer?

As a concept demo, it's a laid back tour of the game's potential.

As a public game trailer, it doesn't draw me in enough.  It doesn't sparkle and entice, it leaves me with a 'huh'. The stills in the monthly updates have me anticipating but the trailer doesn't give me the same feeling - it seems a bit dull and not as exciting. Why not use a planet with brighter colors and more interesting features instead of a sparse desert for a first introduction? 

A bit of voice-over helping to intro things might be beneficial and help to tie the scenes together. I wasn't sure as to what was picked up on the planet. It looked like a power up of some sort but it wasn't clear as to what it was or what benefit it provided (fuel to get off the planet?).

The in-game music was good but could be stronger - perhaps a little more bass, a little more driving force for a demo experience?

When the starships met and were intersected/connected to each other it looked a little weird. Perhaps re-use the double-halo focus approach that was used for the planet on initial approach and freeze the ships as they begin to enter the focal point?

For a public teaser I want to feel a sense of urgency, a desire to be drawn in, of wanting to see what's over the horizon. I didn't quite feel that. I think the trailer needs to be tighter and a little more intense.

Perhaps I'm low on sugar and this didn't suffice as a pick-me-up. :)

I'd love to see a v2. 

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Reply #4 Top

After watching the video... (Which took an awful long time to download, much longer than a 700MB file should.)

 

[0:10] The solar system entry sequence was okay, but I would want to shut it off after some amount of gameplay.

[0:15] I am not a fan of orange HUDs.

[0:32] Lander controls? Who uses RShift and RCtrl in gaming?!?!?

[0:32] The lander GUI could use some screen-edge flags to show which direction minerals are in.

[0:43] What happens when the lander falls off a cliff?

[0:44] When the lander picked up the material, none of the counters decreased. Why?

[0:55] I DID NOT like the plant lengthening shadow effects I saw on the planetary orbit screen. Get rid of them. Heck, I shouldn't even see trees and grass from orbit.

[1:05] I liked how the camera tilted down a little when the Scryve ship intercepted you. It added to the dramatic effect.

[1:10] The Scryve are still 2-arm-2-legged man-spreaders. (Not a complaint, just a comment to Vol.)

[1:10] Ditch the Scryve orbs, unless they have a plot point.

[1:20] The music was good, and I liked the title screen music. If it had klaxons, it would be a dead ringer for the SC2 battle music.

 

Since you gave us a spruced up video, can you give us a spruced up ship lineup and critter lineup, please?

Reply #5 Top

Quoting Mercy_Fornone, reply 3

I'd love to see a v2. 

Technically, this is a V2.

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Reply #6 Top

Quoting IBNobody, reply 4

After watching the video... (Which took an awful long time to download, much longer than a 700MB file should.)

[0:55] I DID NOT like the plant lengthening shadow effects I saw on the planetary orbit screen. Get rid of them. Heck, I shouldn't even see trees and grass from orbit.

[1:20] The music was good, and I liked the title screen music. If it had klaxons, it would be a dead ringer for the SC2 battle music.

Stardock puts out compressed material - too pixelated.

Stardock puts out quality material - too long to download.... where's my palmface emote?  ;P

 

I particularly could care less for THOSE shadows. The game isn't a monument to realism to begin with.

 

That music is SC2 melee music. Klaxons come in on the 15th second of original soundtrack. This one fades out before that.

Reply #7 Top

Bearing in mind this is all still a work in progress, I'm pretty impressed. This is the first proof of concept that the project is getting somewhere.

Didn't expect such a huge jump in polish and detail over the previous video from just two weeks ago. Really love the seamless zoom transitions between things, but I agree the warp-in animation could get tiresome even though it looks great. I know you guys are probably eager to show off the detail of the ships as they change throughout the course of the game, but it might get repetitive. My thought is maybe this sort of warp-in animation could just be used for arriving in special systems, or during a special event, to make the player sit up and take notice that they are in a unique area of interest. This might also give an opportunity for the camera to quickly pan or dolly around the system to "gesture" in the direction of something interesting to explore.

I agree the color scheme is overall a bit too warm and should be cooled down with more blacks, blues, greens and grays. The whole interface is dominated by orange, purple, and pink. Don't know if that's just because Alpha Centauri is in the midst of a nebula, but the background of space should probably be darker in most systems, and the interface should have more contrasting colors in it. When that enemy encounter alert klaxon comes up, it certainly doesn't stand out much from the rest of the interface and the haze of the nebula. It is certainly part of the Star Control DNA to use a lot of bright color detail, but only on objects of interest like ships, planets, creatures, etc. The rest of space (and the interface) should be more neutral to make all the other elements stand out more.

The lander experience looks really terrific. The transitions between the dark and light sides of the planet seem a little too sudden though. I feel they would benefit from being more gradual. The little headlight casting a beam over the dark terrain is cool, although you're in the dark for such a short period of time before you reach the light side of the planet again! I'm not too terribly concerned with shadow detail; frankly I feel that from orbit they just exacerbate the issue of how scaled down everything is and exaggerate the tiny scale of the planet to an even worse degree, making the planet seem like it's only a few hundred times bigger than one of the trees or rocks sitting on it.

We're all counting on planets getting a lot more atmospheric detail from orbit in order to minimize that effect. If the planet surfaces are sufficiently detailed and varied in design, shadows will not be a dealbreaker. Bring the environments from all those extremely detailed and different planet surface concept paintings you showed us to life, and you've got it in the bag and it will have all been worth the effort. Most people will be too enamored with the environments from that concept art to notice how long or short the shadows are. I think the team should consider focusing on adding great environmental effects like rain, snow, wind, clouds, fog, smoke, heat shimmer, lens flares, lava and water effects, and others I can't even think of. Something tells me the team probably already realizes this, but I only reiterate because if all those effects are well executed, the shadows won't be nearly as much of a concern.

I see what you guys did with the melee theme at the end there; didn't really care for the one that was uploaded to the vault before, mostly because it felt like it was missing something and felt like it was only part of a song. Now I see why: it's been overlaid on top of the original melee theme. While it is great to hear the old music acknowledged, I'd like to think this is still just placeholder material because the music is still also a work in progress.

I did notice that there are great transitions in the music as you zoom from one encounter to another, as though it is adaptive and not just stopping one theme and starting another. That is very cool and something I'd secretly hoped for. I'd encourage the music team (however many people it is at this point) to keep pushing and take risks, rather than just rehashing the old. The rest of the trailer has great ambient music work that stands on its own apart from the original. I'd like to hear new battle themes as well. Yeah I said themes because I'd like to hear more than one. I think it would be absolutely epic if each race had its own combat music, just as they have their own victory ditties, ambient music for their region of space, and dialog screen music.

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Reply #8 Top

Quoting Hunam_, reply 6

Stardock puts out compressed material - too pixelated.

Stardock puts out quality material - too long to download.... where's my palmface emote?  

I was careful not to say that I wanted them to use better video compression codecs. :P

I was just alluding to the fact that the vault is sloooooooooow. It normally takes me 30-40 minutes to download a 700MB video, but this one took 3 hours. I was half-tempted to remote in to work, download it, upload it to MEGA, and then download it at home from MEGA. It would have been faster. (Can we get permission to do this and post the secure links on the Founder's Forum?)

Quoting Hunam_, reply 6

I particularly could care less for those shadows. The game isn't a monument to realism to begin with.

Stardock puts out a video with shadows - Has a shadow-gasm.

I point out the lengthening shadows - Could care less.

Where's my facepalm emote? :P

 

(But yeah, I don't care about the little shadows being there or not as long as they affect performance. If I notice the shadows moving, though, they need to be removed.)

Reply #9 Top

Quoting Awkbird, reply 7

We're all counting on planets getting a lot more atmospheric detail from orbit in order to minimize that effect. If the planet surfaces are sufficiently detailed and varied in design, shadows will not be a dealbreaker.

Anecdote - I spent 7 years with an antiquated computer. It was PCIe v1, and as such, it was very limited in how far I could upgrade it. It had a GTX 250 in it, and even that wasn't being fully utilized.

I noticed when shadows were bad. They made some games painful to play, especially when I couldn't turn them off. I'd see blocky monstrosities and cringe.

That's where I am coming from. Even though I don't have a hardware bottleneck anymore, I am sensitive to the low end.

 

(By the way, SD: I fully plan on trying out SCO on that old PC. It isn't my main - I gave it to my kid. It's almost 10 years old, but it still runs like a champ.)

Reply #10 Top

I will make an review of the video (if people want me to)

but... i'm sure this is silly but, i actually cried tears of joy seeing this, this game seems like a dream to me, the line of the mega-alien there, made me shiver, shivers of happiness! and the tune in the end, the melee tune

:'( Nostalgia, not only that, but excitement! and i am proud being part of this (albeit small)

this is everything i ever wanted in a game (i know this is just a beta trailer with beta elements but still)

also the shadow thing, i think, while you should have them, they are not THAT important, but they are good for detail, like, do you need water reflection? i don't think so, but shadows? at least for the critters and the lander! (and aliens talk screens)

<3

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Reply #11 Top

Look what you have done Stardock!! You're making your fans cry!!! 

 

Quoting IBNobody, reply 8



Stardock puts out a video with shadows - Has a shadow-gasm.

I point out the lengthening shadows - Could care less.

Where's my facepalm emote? :P

 

(But yeah, I don't care about the little shadows being there or not as long as they affect performance. If I notice the shadows moving, though, they need to be removed.)

 

Nope, I was talking about particularly THOSE planetary view shadows that you mentioned. Those can go IF THEY HAVE TO. I still want all the exploration mode shadows. Watch 0:38-0:42. The shadow + lighting effects on uneven surface are fantastic!!

And the moving shadows in planetary view I bet are from orbital rotation with star being the light source. I would not quote me on that though. :P

Come to think of it. If it is made that "atmosphere veil" (which is not in the game [yet]) disappears when you land and is still there when planetary view pops up then you'd not see the trees, bushes and their shadows. So implementing "atmosphere veil" might solve the shadow problems in that view. I'd even prefer to witness atmospheric effects in planetary view rather than planet features. But then there are low atmosphere planets or no atmosphere... Life is hard.  :grin:

Reply #12 Top

The goal is to give people a sneak preview of what the gameplay is like.   The Civ trailers referred to here came out less than 5 months before the game shipped.  Star Control is a year away still.  So this is a gameplay teaser.

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Reply #13 Top

I'm legitimately impressed that the level of polish improved so drastically in such a short amount of time. The lighting feels right, the colors (other than the UI) look great.

If shadows impact performance so much, would you rather have them as a setting in video settings, or would you rather remove the heavy impact ones entirely? Because I'm in favor of keeping them if folks on low-end machines have the option to disable them.

The Lander: I think this is a great model, and I grinned at the little details of the engines rotating and such. It's a cool design, but could there be an option somewhere in the game for a "retro lander" design that resembles the SC2 lander somehow?

I agree with the sentiment that while it worked in SC2, I think the ship models should not intersect. It's just like how in FFVII, party members were sort of parked inside of your main character when they weren't important, but in recent titles, everyone is out and about and interacting with their environment at all times.

I'm still not sure how I feel about the throwback battle theme used at the end. Don't get me wrong, I love the theme, but I think the removal of the klaxons and the whirring machinery made it lose some of its charm. Though, the way that it clashes, I wouldn't be surprised if it's still just a placeholder.

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Reply #14 Top

Quoting Frogboy, reply 12

The goal is to give people a sneak preview of what the gameplay is like.   The Civ trailers referred to here came out less than 5 months before the game shipped.  Star Control is a year away still.  So this is a gameplay teaser.

 

Then as I said before. Maybe try adding an items/upgrades manipulation screen/view and it's totally ready to go. (I'd change the music to something more engaging and pronounced, but that's just my preference. Right now it feels more like a "let's play" music rather than "trailer").

Reply #15 Top

Quoting Volusianus, reply 13

I agree with the sentiment that while it worked in SC2, I think the ship models should not intersect. It's just like how in FFVII, party members were sort of parked inside of your main character when they weren't important, but in recent titles, everyone is out and about and interacting with their environment at all times.

 

If the main ship was big enough, the other ships could dock in it. That's what I always assumed in SC2, at least. The scale of ships in melee didn't necessarily support that, but I just passed it off as a necessary tweak to physics to make the game work. The game IS science fantasy, after all.

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Reply #16 Top

Quoting IBNobody, reply 15


Quoting Volusianus,

I agree with the sentiment that while it worked in SC2, I think the ship models should not intersect. It's just like how in FFVII, party members were sort of parked inside of your main character when they weren't important, but in recent titles, everyone is out and about and interacting with their environment at all times.



 

If the main ship was big enough, the other ships could dock in it. That's what I always assumed in SC2, at least. The scale of ships in melee didn't necessarily support that, but I just passed it off as a necessary tweak to physics to make the game work. The game IS science fantasy, after all.

 

Fair enough.

 

Also, something to note, anyone who played Deadlock or Eradicator...is it just me, or does that voice sound SUSPICIOUSLY similar to G'or and the Cyth? I'm not 100% certain, but if that's the same codec (albeit at higher fidelity), then that's the exact codec and script that my dad wrote for Accolade years ago. Serendipitous.

Reply #17 Top

It looks good so far. Nice teaser video. I really don't have any new critiques as the game is still very much in it's infancy, there is nothing for me to play(Not a shot), and there is no logical point in knit picking the video to death so early in development. Although, this should get some heads turned if you decide to publish the video for public release. Thanks for sharing.

Reply #18 Top

This is very good feedback.  We can't really make huge alterations. As is, it's a mix of actual game play with additional polish added in.  The ship design screen is a lot tougher.

Ideally, we would have shown Super Melee but the camp 1 vs 2 battle wages.

Reply #19 Top

Quoting Frogboy, reply 18

This is very good feedback.  We can't really make huge alterations. As is, it's a mix of actual game play with additional polish added in.  The ship design screen is a lot tougher.

Ideally, we would have shown Super Melee but the camp 1 vs 2 battle wages.

 

Would it be too time consuming or difficult to create a demo build of super melee from each camp really scaled down two ships to choose from and let us try both camps versions for battlespace and game physics and give feedback?

 

**UPDATE***

This is meant as a direct question to the developers.

Reply #20 Top

Quoting SavageMind1, reply 19

Would it be too time consuming or difficult to create a demo build of super melee from each camp really scaled down two ships to choose from and let us try both camps versions for battlespace and game physics and give feedback?

They aren't going to do that because camp 1 super melee is "done", and they are going to give us that first. They may be banking on us liking it enough to not care that it is "Not Star Control". In that case, they save themselves some dev time and money.

If you want a camp 2 demo, you must reject the "Not Star Control" super melee we're getting.

(Spoiler: Camp 2 is going to be "Not Star Control", too. They'll find another way to make it not feel like the ship fighting game we love.)

Reply #21 Top

I like the "flowing pace of movement" it has in both the lander and solar system flight.  That looks like it has a very good feel too it, which is the most important thing in really making it work well.  The more of that "flowing motion" feel it has too it, the more addictively fun it seems to be.  It makes interruptions in it somewhat of a psychologically jarring experience, as well, so you can use that with weapons and/or devices that are supposed to be particularly hard hitting.

I like the look of it a lot.  The way the ship disappears around the planet when it "docks" with it is really cool.  I'm 100% with people who don't like the simple bar for crew.  They should be some kind of individual icon, something like that modern "head and shoulders" icon you see for bathrooms these days.  It seems a lot better that way, seeing each crew represented.  If some ships have 30+ crew or something just put a circle around the icon, make it slightly bigger, and that icon represents 10 crew.

 

Reply #22 Top

Quoting Kavik_Kang, reply 21

They should be some kind of individual icon, something like that modern "head and shoulders" icon you see for bathrooms these days.  It seems a lot better that way, seeing each crew represented.  If some ships have 30+ crew or something just put a circle around the icon, make it slightly bigger, and that icon represents 10 crew.

Are you assuming crew gender / species? You need to check your privilege. /S

 

Seriously, though, I am fine with the crew being a bar. If you make the crew a people bar with "heads", that hints that you can't have crew members that are not human. 

IIRC, in SC1, you could refill crew at colonies, and you didn't have to stick with crew that matched the ship they were going in. I also seem to remember being able to shuffle crew between ships in SC2.

Reply #23 Top

**POOF! From out of nowhere...**

Hello, my pretties......

Reply #24 Top

Quoting cuorebrave, reply 23

**POOF! From out of nowhere...**

Hello, my pretties......

You're late. The party's over. We're going back to bickering.

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Reply #25 Top

Quoting IBNobody, reply 24


Quoting cuorebrave,

**POOF! From out of nowhere...**

Hello, my pretties......



You're late. The party's over. We're going back to bickering.

We got nothin' to do for another 14 days, lol, I'm about to bust this thread wide open ;)