Star Control: Founders BETA 1A

The weekly Thursday build is expected to go up in about 16 hours from the time I'm posting.

Lots of new stuff.

Starbase UI update:

So this has been redone from scratch along with the rest of the screens.

Expositions starting to go in.

 

 

View screen implemented (instead of game style UI):

 

 

Major Camera work: 

In addition to the solar system AI camera being updated, we now have 1,2,3,4 mapped out to particular camera views (1 = close and 4 = far).

 

Lots of performance improvements across the board and lots of small tweaks and touches across the board.

It would take too long to do a change log.  Let me give you an taste of just 2 partial days of check-ins (and each check in has its own change log):

 

I'll keep updating as we go forward.  Once this build goes up, please put your feedback to it in this thread and I will respond to it in a different post.

Cheers and thanks for all your feedback!

 

 

 

35,046 views 43 replies
Reply #1 Top

That change log is a gold mine!! It's nice to follow the progress reading it.

Reply #2 Top

OHHH~
Can't Wait! 
(it's obvious, but...) With Each update, the game comes closer to our reality! 

Reply #3 Top

It's good that you fixed the lava bullets. There's nothing worse than broken lava bullets... ;-)

Reply #5 Top

New build is up.

Change log

Camera

- Modified how camera in solar system works so we do not zoom out way too much.

Audio

- Fixed many instances of missing vo for the commander
- The lander effects show up on the dark side of the planet

Crafting

- Added Building designer
- You can launch Adventure Studio from inside the game 

Gameplay

- Polish pass on colliders for the destructible rocks
- Critters drop canisters when killed, I mean captured, instead of boxes    
- Lander will no longer show "zero" people do to a round error

Bugs

- Ending Popup Dialogue with Controller B Button no longer crashes    
- Engagement options (converse, attack, ignore) are controller enabled
- Fixed a timing issue that sometimes made the game crash on start

New feedback doc https://docs.google.com/document/d/1HpSjazquCNMt53AB9im9SXHTNMvttyXU8zsqXz5ceXc/edit?usp=sharing 

Reply #6 Top

I like the new viewscreen.  But the Human Commander starbase image (I'm not sure about the Tywom and Scryve) on 1920x1080 does not show the Happy Campers post-it on the right because that is off-screen.  A lot of people will not have 4k because they have laptops, so please resize the 4k conversation screens to fit on 1920x1080 (should take like one step in an image processor) I don't want to miss anything.

Reply #7 Top

Mine crashes on the load screen. bummer

 

Reply #8 Top

Just  jumped in and very excited to be at this stage!

1) Upon getting control of my ship the first thing I did was go back into Star Control at Earth.  Should I be able to purchase four more "First Officer Kerry" at 0 RU immediately when starting the game?

 

First Officer Kerry

 

2) In the Outfit screen, the button for Manage Fleet is great.  However, once you are looking at your Fleet, one would think you hit the same button in the same place to switch back to Outfit, but instead it is the Recruit button.  We have to find the Back button elsewhere to return.  I think it stalls the "flow".   Perhaps move the Recruit button like the below edited screenshot:

Recruit Button

 

3) I'm on Adrastea and can't pickup five units of Francium.  As I get close the marking triangle disappears.  There is no noticeable mineral icon of any sort nor any "caves" to go deeper (If that is even a thing?).

*** Update 1: When viewing Adrastea from the Scanning screen, I see Francium still listed, but upon rotating the view around the surface I never can find a marker for it.  Matching what I don't see while on the surface.

*** Update 2: Same issue with five units of Nickel on Europa.  I couldn't see the material, but this time I was able to retrieve the mineral by hitting just the right angle on the crater I was dealing with.  The graphical element showing where you "obtain" the mineral from, showed it coming from deep underground.

Francium

*** Update 3: I managed to get a screenshot on Earth's Moon with the same issue after blasting away a pile of rocks.

Missing Ore

*** Update 4: Same issue with Strontium on Oberon @ Uranus

 

4) Lexite Ruin on Elpis @ Artemis: Voice over disappeared for about half of the the middle of the discussion.

I'll update this post as I find anything else.

Reply #9 Top

Quoting zychrias, reply 8

Should I be able to purchase four more "First Officer Kerry"

Looks like you found the Androsynth...

Reply #10 Top

Quoting bleybourne, reply 9

Looks like you found the Androsynth...

LOL so it does!

Reply #12 Top

Not entirely certain where to post this on the document so posting it here instead. If you alt tab out of the game and leave it in the background for a bit, when you tab back in it will play incredibly choppy. Not sure what causes this, hopefully, it can get fixed, or will be fixed in later stages of the beta as the game gets more refined.

Reply #13 Top

Quoting Ewiv, reply 12

Not entirely certain where to post this on the document so posting it here instead. If you alt tab out of the game and leave it in the background for a bit, when you tab back in it will play incredibly choppy. Not sure what causes this, hopefully, it can get fixed, or will be fixed in later stages of the beta as the game gets more refined.

We read all of it, so no worries.

For your issue, highly recommend running borderless window if you can (if you're on Windows 10). 

I am hoping to get you guys Vulkan builds soon too.

+1 Loading…
Reply #14 Top

Ah, wordings a bit off on your window options. I read "Fullscreen borderless" as "Windowed borderless" as most games call Fullscreen simply Fullscreen. You're "Windowed" option is actually "Windowed borderless"

Game loaded much faster in Windowed mode, but I noticed when starting a new campaign I get the choppiness from before only without having the alt-tabbed out of the game for a long period.

Reply #15 Top

I have an Intel core i7, 16 GB RAM, and a GeForce 965m.  Everything runs smoothly except cloudy planets.  I turned off Anti-aliasing (and that helps) because turning it off did not cause screen tearing.  Should I turn my graphics down from max?  I had to do that for Ashes of the Singularity because my GeForce only has 2GB Video RAM but I was hoping that Star Control did not require so much because the Ashes terrain is much bigger than Star Control planets.  My settings.ini terrain is set to 0.

Reply #16 Top

I have removed and reinstalled twice and I cannot get past the loading screen whether I'm starting a new game or trying to load a previous game. It just boots me out to my desktop. 

Reply #17 Top

Savage - have you tried deleting the settings.ini under Documents\my games\Star Control? Also move aside any custom ships that you may have, even just rename the Designs folder.

Reply #18 Top

The choppiness can also happen if Windows doesn't think it's the active window.  Select something on-screen with your mouse and that should take care of it.

Reply #19 Top

I played through it a bit, including landing on a planet several times. Clicking the landing button etc. I don't think it's that. Although it could just be my computer in general since I don't see anyone else reporting a similar issue.

Reply #20 Top

Are we supposed to be able to leave Sol System in this build?

Reply #21 Top

Quoting zychrias, reply 20

Are we supposed to be able to leave Sol System in this build?

Not yet.

Reply #22 Top

Quoting Prof_Hari_Seldon, reply 15

I have an Intel core i7, 16 GB RAM, and a GeForce 965m.  Everything runs smoothly except cloudy planets.  I turned off Anti-aliasing (and that helps) because turning it off did not cause screen tearing.  Should I turn my graphics down from max?  I had to do that for Ashes of the Singularity because my GeForce only has 2GB Video RAM but I was hoping that Star Control did not require so much because the Ashes terrain is much bigger than Star Control planets.  My settings.ini terrain is set to 0.

No. The issue is we need to do particle culling. And we need a setting that controls that as well.  Your hardware is fine. It’s on our end.

Reply #23 Top

Here's an extra long one, since I haven't posted in so long;-)

I haven't played the beta because it would probably take a whole day to download with my internet connection, but I have seen lots of video of it now.  In watch all the YouTube videos on SCO.  So I understand it.  It's exactly what you would expect, the same thing as SCII on a round ball instead of inside of a box.  It's the way to do it in 2018, especially with precedent games like Mario Galaxy.  But it can't be any kind of mini-game because that would take far too long with all those planets out there.

So maybe you should think outside of the box of being exactly like Star Control II in terms of distribution of resources.  Make this universe mostly barren in terms of resources where only a few planets or moons in each system have the typical mineral resources on them (or any worth collecting).  Energy/quests are a what and where they are.  Then it can be more like Mario Galaxy, each landing a little arcade game scenario to play out.  About half a dozen general ones like "steal/acquire this item" or "eliminate this threat", and then as many "custom" ones you or later the community makes.  Have far less landing, but turn that landing game into a mini-arcade game.

A mini-arcade game as a lander game isn't realistic at all.  This is "beer & pretzels" or "fun over realism".  Realistically almost all of the planets should be barren and all should have and abundance of one resource or another even if they aren't useful ones.  But that makes for a pretty boring galaxy.  The mini-arcade game thing gives you that aspect to incorporate into quests, which makes the whole quest thing more dynamic, often with a custom landing game to go with the quest.  I'm sure it's too late too take this too far in this first release, but this could be expanded a lot in the first major DLC.  It would actually "steal the show" from Fleet Battles and be far more of a focus that Fleet Battles in the full adventure game.

 

Of course, you have to be willing to "surrender to toc" on the realism issue in favor of your own "Star Control Universe".  The still somewhat cartoony look, which I've always loved, goes with being a little "anvil on the head" unrealistic.  The reality of space is that it is an almost entirely cold and empty place.  It's not the best source material to be working with in terms of "realism".

You would probably want at least 3 types of landers if you did something like this.

Reconnaissance (high speed, long range detection/item pickup, science)

Transport (space marine platoon, like Ur Quan fighters on the ground)

Heavy (pure combat, slow and heavily armored, has a missile launcher or some other type of “big/primary gun”)

These are the ones that immediately come too mind thinking of Star Control, you might have 5 or 6 that fit into your game.

 

As for a lore explanation...

If the Scryve are controling this part of the galaxy, then they would have to be monitoring this part of the galaxy. You can't control an area of space if you have no idea what is going on in it. The image of a single person on some tiny outpost in space is in a lot of sci-fi, you meet Nelix living like this on Voyager for example.

I would think of them as “coast watchers” from the pacfic theater in WWII, but sides had often lone people on islands reporting whatever happened back to military commands. This would obviously be “penal duty”, like being sent to the Russian front could be for Germans in WWII. Nobody wants to be one of these “coast watchers”, so these Scryve are usually in even more of a bad mood than the typical Scryve.

Of course, they also might be more likely to be disloyal... and wherever it goes from there. And then you have these “Scryve Recon Outposts” to explain the basis of where there is so much defended ground around for you to be fighting on. Those are just the spine to give you enough to make it believable, and you can keep expanding the more “populated” planets from there with other “story excuses”.

And then you still have most planets that are “empty” which is comparatively what you have now, but “empty” planets with enough pure resources to be worth going after compared to the “populated” (...purely for whatever the arcade combat mini-game is) are exceptionally rare (like Legendary cards in a CCG rare) so that most ground stuff happens on the mini-arcade game worlds.

Really running with this is probably more than you can do in the first release, but you might be able to get the “spine” of 6-8 different objective/mini games/scenarios going in time for the initial release.

 

Reply #24 Top

You'll have to highlight the super-secret invisible ink to read it, since Stardock's forums like to do that sometimes when you cut and paste text into it...

Reply #25 Top

Quoting Kavik_Kang, reply 24

You'll have to highlight the super-secret invisible ink to read it, since Stardock's forums like to do that sometimes when you cut and paste text into it...

That's because it keeps the format. Simply select the text and click the Clear formating button before posting. I fixed it for you.