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March Founder's Preview

March Founder's Preview

Greetings!

Things are starting to get super busy here on Star Control which is making it harder to have time to communicate with you guys.

Let me first tell you WHAT we are working on and second ask you WHAT you would like to see in the next update.

## Planet Exploration ##

When we do the postmortem on Star Control: Origins, the Planet exploration feature will be the highlight of things we probably shouldn't have done.

That feature, by itself, is a full blown game.  Planetary Annihilation, spent most of its budget creating a spherical world and that was for an RTS.  Super Mario Galaxy is basically just the Planet Exploration game.

That said, we are committed to it but I have made some design changes to it to make it more practical.  They'll still be spherical and look pretty much the same.  But we're switching the underlying tech to be based on what we've built in our other games.  The main difference being that the planets won't be randomly generated now but rather but rather made by the design team using our existing tools.

So there will be around 1,000 different planet maps instead of "infinite" but it also vastly decreases the chance of getting worlds that are just, well, broken due to being procedural generated.

## Super Melee ##

This part of the game is fairly far along.  I gave copies to a few of the Founders to try out and got some initial feedback on bugs, compatibility and fun.  Their opinion of it was a lot higher than mine (I am unhappy with Super Melee presently but it is far better than it was). 

We will be updating the Super Melee build for those few founders who have it this Friday and presuming all goes well, begin handing it out fairly steadily.

My top priority on Super Melee though is making the ships more moddable.  By the end of this Summer, I expect Founders to be creating and sharing their own ships to play in Super Melee.  Right now, there just aren't enough knobs.

So important is Super Melee to us that I've assigned Stardock's Chief Scientist, Neil Banfield, the creator of Multiplicity, Start8, WindowBlinds, DeskScapes, etc. and also a huge Star Control fan to make it moddable.  

The internal test prior to shipping is: Can a moderately technical person create the Enterprise and have it fight Slave 1? 

The game won't ship until that test is passed.

## Stellar Cartography ##

One of the other major features we are working on is Stellar Cartography. It's part of the Universe Maker. 

The test for shipping the game is whether someone reasonably technical could re-create Ur-Quan Masters in this engine.  We won't be shipping the game until that test is passed.  

 

## Why is modding so important? ##

Have you ever wondered why the adventure genre is pretty much dead? Or why RPGs are rare? It's because in the age of digital distribution, keeping gamers in your game's ecosystem is very important.  

To be blunt, Star Control: Origins will not be successful unless the game is able to attract and keep players playing it.  The game must have a great and engaging story of course.  But at the end of the story, there must be a reason for players to keep playing it.  Releasing new adventures as DLC or what have you is not very viable anymore because it is really hard to get people back into your game.

Which gets back to what I think is the heart of Star Control.  Star Control lends itself to being an infinite adventure game.  It's in space. It has aliens. It's not tied down by history.  It lends itself to having great communities of people creating and sharing their stories, their art, their designs with each other in an approachable way.

## What's next? ##

What would you like me to talk about in the next newsletter?


 

 

50,721 views 49 replies
Reply #26 Top

^ All Hearthstone UI animations are loading screens.

Reply #27 Top

Wait, are you talking about company splash screens? 

Reply #29 Top

Quoting Volusianus, reply 27

Wait, are you talking about company splash screens? 

Yes. Though I wasn't talking about something specific, but used it as an example of forced scene, that can not be skipped. There are company splash logos, cut scenes and small actions (like quasi-space), that are forced on the player. Nowadays less than before though, but they do still come around.

Quoting Hunam_, reply 26

All Hearthstone UI animations are loading screens.
 
Thanks for the example, you have a point there. And also I do admit, that if they are done properly, they don't usually annoy. I just see something like quasi-space having a potential for that, if not done properly.

Reply #30 Top

Quoting cuorebrave, reply 13

Brad, really the main thing I'd like to hear your philosophy on, I posted in a different thread, but I'm adding here because it matters to me more than anything else that's still outstanding (since you've already nailed the basic foundations):

It's what I'm always referring to - whether it be asking about "mysteries" or "hand-holding" or the "quest system" or "map markers" or whatever - I finally have a good example:

The Quasi-space discovery is the best one I can think of. They never put a marker on the map. You didn't follow waypoints to it. They didn't even specifically identify its location, just kinda said "somewhere between X and Y". There were no quests to go find it. You weren't forced to check it out. There wasn't even any concrete evidence or information about where it came from or why it's there or what you'd find on the other side! Hell, I STILL don't know too much about it. 

There were just casual mentions of it within the dialog, and it was up to YOU to take up that mission - a mission of your own design - to go see what the heck that was all about. 

It was a beautiful feeling. And one that I hope is preserved in the new Star Control. What's your philosophy about THOSE KINDS OF THINGS, Brad? Can you please expound upon that in the next Vault update? 

Things should be filled with *WONDER*.

I am torn on this. While I agree with the notion that modern games often hold your game in a condescending way that detracts from the experience, I did not like how Star Control II handled it either.

Basically, for your game experience to be viable, you had to keep notes of everything you'd heard or learned so you could, if you wanted to, check them out later at your leisure. This means there is nothing in-game that helps you focus on your objectives. You can never tell what's important, what's close-by, etc.

I think a system that lets you keep interactive notes would be the best. I am not sure exactly how I would have this implemented, but I believe it should be something like what Orwell has done. The game highlights info bits that are given to you throughout the game, and YOU choose which ones are of importance and which aren't. When you select information, the knowledge is added to your journal and you can later act upon it.

So for Star Control, if you are provided information about a certain system, you could choose to make note of it and have it saved for that system. The system should have a visible cue on the Hyperspace map, linking the saved information. This way, you will have a customized map of space, with the information you decided was relevant throughout the game.

I believe you should also be able to tier the information you have acquired according to importance (main objective(s), possible side quests, point of interest, etc.). Maybe even allow the player to make his own notes regarding a tidbit of information, similar to what many players had to do through their Star Control II campaign.

What do you guys think?

Reply #31 Top

Quoting DarkGildon, reply 30

I am torn on this. While I agree with the notion that modern games often hold your game in a condescending way that detracts from the experience, I did not like how Star Control II handled it either.


Basically, for your game experience to be viable, you had to keep notes of everything you'd heard or learned so you could, if you wanted to, check them out later at your leisure. This means there is nothing in-game that helps you focus on your objectives. You can never tell what's important, what's close-by, etc.

I think a system that lets you keep interactive notes would be the best. I am not sure exactly how I would have this implemented, but I believe it should be something like what Orwell has done. The game highlights info bits that are given to you throughout the game, and YOU choose which ones are of importance and which aren't. When you select information, the knowledge is added to your journal and you can later act upon it.

So for Star Control, if you are provided information about a certain system, you could choose to make note of it and have it saved for that system. The system should have a visible cue on the Hyperspace map, linking the saved information. This way, you will have a customized map of space, with the information you decided was relevant throughout the game.

I believe you should also be able to tier the information you have acquired according to importance (main objective(s), possible side quests, point of interest, etc.). Maybe even allow the player to make his own notes regarding a tidbit of information, similar to what many players had to do through their Star Control II campaign.

What do you guys think?

Thoughtful post. And I completely agree. I don't want to have to keep a binder, like I used to. It's one of my best gaming memories as a child, but certainly not something I want to repeat at 35. Also, today's kids won't do that, either. It was a different time. 

There's been a lot of talk of annotated maps. I think they're going with that. 

Also, built into Star Control is a very easy, general way to urge people where their quests are located: Constellations. Families of stars. Colors of stars. Size of stars. So instead of saying, "Go to this waypoint", they can say things like:

1) X is located somewhere in the Chandrasekhar constellation (which consists of Alpha, Beta, Delta, and Epsilon Chandrasekhar)

2) NPC says, "I just remember seeing X close to a Blue star near Gamma Sextantis..."

3) NPC could say, "I was lost, but I saw a Red Giant out the window when we were travelling by Delta Gorno."

Then, the map could show an Area of Influence type of circle in that vicinity, and you gotta go looking for which star fits the bill, then land on the planets there, and find what you're looking for.

Seems like it would work well! 

Reply #32 Top

Personally, on the next update I would love to see some more information on the extent of customization, applying both to your star ship and Super Melee. We have received a little insight into this, but I am always dying to know more!

Reply #33 Top

Quoting cuorebrave, reply 31


Thoughtful post. And I completely agree. I don't want to have to keep a binder, like I used to. It's one of my best gaming memories as a child, but certainly not something I want to repeat at 35. Also, today's kids won't do that, either. It was a different time. 

There's been a lot of talk of annotated maps. I think they're going with that. 

Also, built into Star Control is a very easy, general way to urge people where their quests are located: Constellations. Families of stars. Colors of stars. Size of stars. So instead of saying, "Go to this waypoint", they can say things like:

...

Thank you.

Honestly, I don't care much about the specifics, as long as quests and sites of interest are contained entirely in-game. You should not have to rely on external tools to keep track of your progress. For me personally, an alien saying "coordinates X:Y" vs. "[color] star around [cluster_name]" makes little difference. I just want to be able to keep track of obtained information via in-game tools: Map annotations, quest log, etc.

It needs to be interactive and easily browsed through. I am currently replaying Star Control II and I barely remember anything from my past playthroughs, so I actually have to keep track of a whole bunch of information manually.

Currently, my text document looks like this (many SCII spoilers):

Eta Vulpeculae - Androsynth home star
=====================================
- DANGEROUS, advised to keep distance
- Vulpeculae constellation home to rocklike aliens

Beta Mira - VUX closeby
=======================



Unknown races likely to be found at:
- Giclas constellation (Pkunk?)
- Directly coreward from Procyon
- Draconis
- Vulpeculae constellation - rocklike aliens

Incoming transmissions from the Rigel system

QUESTS
======
Help the Shofixti
- Retrieve male Shofixti - Delta Gorno
  - Retreat if entered battle!
- Retrieve female Shofixti - Alpha Cerenkov I
  - Appease ZEX or kill him

End the fake Dogar and Kazon broadcasts
- Visit the Umgah - Orionis constellation

Portal to another Dimension
- Found between Chandrasekhar and Columbae - opens starting at 17th each month

Item(s) from Dreadnaught remains
- Found in Alpha Pavonis - blue world

End the Androsynth mayhem
- Perpetrators in Beta Corvi

Join forces with the Zoq-Fot-Pik
- 400.0 543.7 (Tucanae Alpha?) Planet I

Possible Psychic immunity device
 - Remains of Taalo race at past home planet Delta Vulpeculae
   - Moon around Planet II

Strange planet according to Tanaka (Shofixti)
- Zeta Sextantis

Device used by Mycon according to Tanaka
- Beta Brahe

Something of great value according to Yehat
- Alpha Brahe - Planet I

GENERAL INFO
============
Crateris area
 - Fight between Kohr-Ah and Ur-Quan

241.6 368.7 Spathiwa

Druuge traders
- Cheap shit found at Zeta Persei I

Arcturus I - Burvixese remains



Explored:
=========
Alpha Lyrae
Beta Lyrae

Alpha Centauri: Master Trader
Beta Centauri
Gamma Centauri
Epsilon Centauri
Zeta Centauri

Alpha Ptolemae
Beta Ptolemae
Gamma Ptolemae
Delta Ptolemae
Epsilon Ptolemae
Zeta Ptolemae

Alpha Giclas
Beta Giclas
Gamma Giclas
Delta Giclas
Zeta Giclas

Beta Kreuger
Gamma Kreuger: Planet I - Pkunk home planet

Deneb

This is extremely hard to follow and maintain. I even considered making an excel sheet to make the information more manageable. The entirety of this document should be relayed through in-game tools. Marking explored systems, making notes about them, etc. - I strongly believe the player should have access to these tools, and that they should be highly approachable and friendly.

Moving on to Brad's request: I would really love to hear more about your statement regarding postmortem. If I recall correctly, Planet Exploration is the type of game you were actually most excited to expand on in SCO, while the rest of the sub-games (Space Exploration, Super Melee, etc.) remain largely similar to SCII. The statement is somewhat confusing to me.

Having said that, I am glad to hear about the team moving away from procedurally generated planets. Even if these are not downright broken, their landscapes are often very boring as they all resemble each other very closely. I would love to hear more about how you intend to design planets, including their scale.

Reply #34 Top

@DarkGildon - we're in agreement, except for the exact coordinates being given to the player. Don't you find yourself, when playing a modern RPG, just heading straight for the waypoint, without paying much attention to where I'm going or what's going on while I'm getting there, or even what I'm passing up? I did that in Skyrim, Fallout 4, WoW (current day, it used to be much different), Witcher 3, most recently Mass Effect:Andromeda... I just look for my next waypoint, and it always leads me right to the exact location I need to go to - even if it's completely undiscovered in a tomb somewhere!!! Or in the bowels of a sewer. The waypoint system, somehow, guides you directly to the POI, and it doesn't really matter what you're doing, or even if you paid attention to the quest. 

It's much better if they give you a general area, and then encourage you to explore said-area and try to find it yourself. The planets aren't big. You'll not spend hours looking. And if that way is implemented, the map will update with areas to look for whatever you're looking for - or you can even mark up the map in-game, yourself.

Reply #35 Top

Quoting DarkGildon, reply 30


 

Basically, for your game experience to be viable, you had to keep notes of everything you'd heard or learned so you could, if you wanted to, check them out later at your leisure. This means there is nothing in-game that helps you focus on your objectives. You can never tell what's important, what's close-by, etc.

 

To me his was one of the best things about SC2.  You are given hints and you could check them out at as you saw fit or totally ignore them.  I never felt like I was being forced into a direction, there was a universe to explore and save (if I got around to it).  I'll admit that I don't see the modern gamer accepting this sort of thing though.  Everyone wants waypoints and big flashing markers telling them exactly what to do. 

Reply #36 Top

Quoting Alverez, reply 35

To me his was one of the best things about SC2.  You are given hints and you could check them out at as you saw fit or totally ignore them.  I never felt like I was being forced into a direction, there was a universe to explore and save (if I got around to it).  I'll admit that I don't see the modern gamer accepting this sort of thing though.  Everyone wants waypoints and big flashing markers telling them exactly what to do.  

If there's a SINGLE floating QUESTION MARK over anyone's head (or floating over a planet), denoting a quest-giver, I will lose my shit.

Reply #37 Top

Quoting cuorebrave, reply 34

@DarkGildon - we're in agreement, except for the exact coordinates being given to the player. Don't you find yourself, when playing a modern RPG, just heading straight for the waypoint, without paying much attention to where I'm going or what's going on while I'm getting there, or even what I'm passing up? I did that in Skyrim, Fallout 4, WoW (current day, it used to be much different), Witcher 3, most recently Mass Effect:Andromeda... I just look for my next waypoint, and it always leads me right to the exact location I need to go to - even if it's completely undiscovered in a tomb somewhere!!! Or in the bowels of a sewer. The waypoint system, somehow, guides you directly to the POI, and it doesn't really matter what you're doing, or even if you paid attention to the quest. 

It's much better if they give you a general area, and then encourage you to explore said-area and try to find it yourself. The planets aren't big. You'll not spend hours looking. And if that way is implemented, the map will update with areas to look for whatever you're looking for - or you can even mark up the map in-game, yourself.

And also @Alverez:

I think it makes a lot of sense in the game world and lore for some species, in some cases, to give you accurate coordinates (e.g. aliens that have become familiar with Earthlings' coordinate system and know the precise location of an event/item etc. [Melnorme, anyone?]). In reality it is not very different from being told about a colored star within a constellation or system - you will find out exactly where those coordinates are easily enough. There are instances where it makes sense to be given the exactly location, and instances where a vague area would be fitting. In any case, being provided with exact coordinates in SCII wasn't exactly a rare occurrence.

Having said that, none of this has to mean that these destinations will be added as waypoints or arrows. A waypoint system is a different mechanic that is separate from given locations of interest. As I mentioned before, I think something along the lines of what Orwell did with information would be a great addition to the franchise. What I'm interested in (and that SCII was missing) is an in-game management system of gathered information. Having to rely on notes outside the game is the main issue for me.

Again, it does NOT inherently have to be arrows pointing you to various destinations. A system that lets you highlight and make notes of specific location in the hyperspace map would be sufficient. I want to be able to mark visited systems. I don't want to have to leave the game world in order to access previously given information. It detracts from the experience IMO, and it gets harder and harder to find your way around it all as you progress. In SCII, the hyperspace map changed as you learned the radius of effect aliens have in space. Why would you not want something similar for everything else you learn as you progress?

Reply #38 Top

It would get far too busy to look at.  Unless you complete each 'quest' as you get it and then you may as well be on rails.  But Alverez you say, we can just have an option to hide markers.  Now I have a quest log full of garbage that I feel obligated to do.  I want to explore a universe, not be lead around like a puppy on a walk.

Reply #39 Top

The idea of Captain's Log/Diary was thrown around (instead of a quest log). Some WIP screenshots show Captain's Log button, so it's at least considered by SD.

 

I proposed Log entries to be filled in automatically by dialog triggers, but you could still go in it and highlight important info like locations, names etc. yourself. AI will keep it neat and organized and you can play with it if you want without using a pen and paper.

Reply #40 Top

Agree with Hunam_

It would be awesome to have it automatically saved 

Reply #41 Top

I belive star control would make best comparison and take lessons from cRPGs at least regarding these talks (especially automatic logs). At least MMORPGs don't make a proper comparison imo.

But what was really good in SC2 plot-wise was the choices. Now I admit that I have a lousy memory, so feel free to correct me, but I think my point is mostly valid:
- Pkunk going to yehat territory and getting slaughtered (even if you allowed that to happen it was ok regarding the story and playing the game through as I remember it?)
- Traddash also had couple options. You could kick their ass or talk them over to attack someone else.
- Then I think there was some option at Druuge (selling your crew or providing them with an artifact).

That also gives you more freedom in the universe as I see it. You are not forced along a path, but you can explore the galaxy for solutions or take the "easier" route, though not the best one.

Reply #42 Top

Quoting Alverez, reply 38

It would get far too busy to look at.  Unless you complete each 'quest' as you get it and then you may as well be on rails.  But Alverez you say, we can just have an option to hide markers.  Now I have a quest log full of garbage that I feel obligated to do.  I want to explore a universe, not be lead around like a puppy on a walk.

As you can easily see, my text file is already littered with information, and frankly it's missing a lot more that I was too lazy too add and no longer remember (this is actually quite horrible). What I'm asking for is an in-game management system for this information. The freedom of choice regarding what to follow should not be affected.

Reply #43 Top

Not Star Control's fault that you aren't great at writing notes.  You proposed to have sphere of influence type markers automatically added all over the map with information gained from discovery.  That's really what I'm arguing against.  I don't like quest logs much, mostly because I've yet to see one that I don't think detracts from the game.

Reply #44 Top

Haha, seriously?

I never said anything should be added automatically. In fact I proposed the player should have total control over what information they consider valuable (similar to Orwell).

Quest logs detract from the game, but *physically leaving* the game in search of notes you keep elsewhere doesn't? I beg to differ....

Reply #45 Top

Quoting DarkGildon, reply 44

Quest logs detract from the game, but *physically leaving* the game in search of notes you keep elsewhere doesn't? I beg to differ....


It's a good point. Immersion is really important in games like star control, where the mood means a lot.

Reply #46 Top

Quoting cuorebrave, reply 13

Brad, really the main thing I'd like to hear your philosophy on, I posted in a different thread, but I'm adding here because it matters to me more than anything else that's still outstanding (since you've already nailed the basic foundations):

It's what I'm always referring to - whether it be asking about "mysteries" or "hand-holding" or the "quest system" or "map markers" or whatever - I finally have a good example:

The Quasi-space discovery is the best one I can think of. They never put a marker on the map. You didn't follow waypoints to it. They didn't even specifically identify its location, just kinda said "somewhere between X and Y". There were no quests to go find it. You weren't forced to check it out. There wasn't even any concrete evidence or information about where it came from or why it's there or what you'd find on the other side! Hell, I STILL don't know too much about it. 

There were just casual mentions of it within the dialog, and it was up to YOU to take up that mission - a mission of your own design - to go see what the heck that was all about. 

It was a beautiful feeling. And one that I hope is preserved in the new Star Control. What's your philosophy about THOSE KINDS OF THINGS, Brad? Can you please expound upon that in the next Vault update? 

Things should be filled with *WONDER*.

You really captured something with this explanation. Yes. I remember that feeling. I remember writing down all these random clues and just hoping that if I went out there and explored enough planets, I'd find something incredible. 

Reply #47 Top

Quoting ProtoJek, reply 46


Quoting cuorebrave,

Brad, really the main thing I'd like to hear your philosophy on, I posted in a different thread, but I'm adding here because it matters to me more than anything else that's still outstanding (since you've already nailed the basic foundations):

It's what I'm always referring to - whether it be asking about "mysteries" or "hand-holding" or the "quest system" or "map markers" or whatever - I finally have a good example:

The Quasi-space discovery is the best one I can think of. They never put a marker on the map. You didn't follow waypoints to it. They didn't even specifically identify its location, just kinda said "somewhere between X and Y". There were no quests to go find it. You weren't forced to check it out. There wasn't even any concrete evidence or information about where it came from or why it's there or what you'd find on the other side! Hell, I STILL don't know too much about it. 

There were just casual mentions of it within the dialog, and it was up to YOU to take up that mission - a mission of your own design - to go see what the heck that was all about. 

It was a beautiful feeling. And one that I hope is preserved in the new Star Control. What's your philosophy about THOSE KINDS OF THINGS, Brad? Can you please expound upon that in the next Vault update? 

Things should be filled with *WONDER*.




You really captured something with this explanation. Yes. I remember that feeling. I remember writing down all these random clues and just hoping that if I went out there and explored enough planets, I'd find something incredible. 

Dude, it was amazing, right? I'm truly hoping they can recapture some of that wonder. I can't remember the last time when a game's mysteries delighted me so...

Reply #48 Top

@cuorebrave Totally agree, thanks for the insightful observation!

Star Control 2 was a game that made you go places that you really didn't know if you'd find anything in them. And then rewarded you for it! i do believe the excessive log keeping by a game can dumb down that feeling of exploration. However i also agree that taking notes might not be ideal. That could be solved by the giving the player the choice to log/save parts of conversations/clues that they deem important.

Also it is very much up to how the narrative is built. I admire the idea of letting the community construct (possibly) epic stories and universes. However i do also believe that the strength of the initial story/universe of the vanilla version developed here by Stardock with our help would have a significant impact on how well made community built narratives will be.

in simple words, the 1.0 vanilla version must have an epic narrative that will inspire the community.

Reply #49 Top

Quoting Ishaan0001, reply 48


in simple words, the 1.0 vanilla version must have an epic narrative that will inspire the community.

You know what? That's the number one thing I'm worried about in this whole development. I feel like MAYBE Stardock is more interested in setting up the tools, rather than making an inspiring 1.0 - because if 1.0 isn't THERE, no one's going to be that interested in mods, anyway.

My two cents.