Category: Star Revolution

Star Revolution Update 5

I refuse to let this project slide just because I don’t have as much free time as I used to.

You'll have to imagine the screams of pain.

This is the latest version of my combat prototype. It is nearly ready to release, but after playing a bit tonight I’ve come to the conclusion that there’s not enough feedback about who is doing what. I’ve got bars on the screen for how long it will take a unit to finish its current action (the white bars at the top) and bars for how many hitpoints each unit has left (the red bars at the bottom) but there are no hit animations so it can be hard to see who is doing what to who. I think I should fix this before I release it, so a few more days.

I also want to get some sound in. I think that will go a long way towards making the game more exciting, and also giving more feedback.

So, progress is being made. I haven’t given up on the project. And I’m close enough to finishing this prototype that I can look forward to doing pretty stuff with math again.


Lazy Linkage

Yes, it’s a cheap way to get a post up, but I found some interesting stuff I’d like to share:

Oblivion just got its first patch (ironically, a day after I beat it). Lots of players won’t be installing the patch, because if they do they won’t be able to do stuff like this.

Real Tekken. Little else to say.

Here’s a site with a bunch of connected stories about the design of both the hardware and software of the original Macintosh. It’s a great way to waste an afternoon. Start with “I’ll Be Your Best Friend” and just read them chronologically.

And I actually worked on Star Revolution last night. It’s slow, but it’s coming…maybe by this weekend, we’ll see.


I Live!

I’ve been unwell with various badness for the last four days or so, which is why I haven’t been posting. I’m feeling much better now.

Star Revolution is coming slowly. The thing that is stopping me is that for the last three or so programming sessions I’ve been stomping bugs in my GUI system rather than writing new code, which is getting old fast. Hopefully I’ll get that debugged this weekend and if I push hard I might even finish the whole combat prototype. Wouldn’t that be nice?


Chunky Pixels, Part II

First off, thanks for all the responses to my previous post on this subject! I’ve been doing a lot of thinking on the various ideas you guys gave me.

Dave and Wynne, the vector idea would be a really good one if the game was space-only, but since I want the player to be able to land on and walk around on planets, that kind of breaks down. So I’m looking for something else. Thanks for the idea anyway.

Now I am going to reveal something. I have already decided that after I finish Star Revolution, my next project is going to be Inaria II. It’s going to have a real 3D engine, using technologies I am developing for Star Revolution. And I had already decided that I wanted a specific look for Inaria II, a look I first saw in Exult.

Two pictures in this case will be worth a thousand words. Here’s Ultima VII at double-res (640×400). (Click each image to view it at full size.)

Ah, Ultima VII.  The last truly great Ultima.

Now here’s the same scene (still at 640×400) with the HQ2X image filter applied to it:

Mmmmm.

When I first saw a version of this filter (called Scale2X) in Exult I was very attracted to it. It doesn’t make things look blurry like most filters do. The tone and composition of the scene are still very apparent, but the blockiness has been smoothed over. I especially liked what the filters did to the trees – they almost look like watercolors now.

And just for the record, here’s how Inaria I would have looked with the HQ2X filter applied to it:

Woohoo!

I had not intended to use this look for Star Revolution, and I hadn’t intended to get the look by using a filter but by composing my textures to provide the look…but the more I think about it, the more I feel that Star Revolution would benefit from the look. Hopefully I’ll get this darn combat prototype finished and can mock up some screenshots and you guys can see it for yourselves. I think it’ll give me the feeling I’m going for: high-resolution, but the world/universe almost looks like it’s made out of Lego blocks…I think that would be perfect.

I don’t think I’ve actually ever seen the HQ2X filter applied to a 3D scene before. This will be very interesting.


Chunky Pixels

While I got a significant amount of work done on the combat prototype for Star Revolution over the weekend, it still isn’t quite ready. So in the meantime, I’m polling the audience!

When I wrote Inaria, I used a 512×384 video mode. This is kind of low-res, and I did it on purpose. I wanted the pixels to be a bit…chunky. I wanted you, the player, to be able to see individual pixels. I did this because I wanted to evoke a sense of the older RPGs that I was honoring.

And last night I was reading Masters of Doom again during compiles when I came across this passage:

Richard Garriott, a.k.a. Lord British, the son of an astronaut in Texas, spoke in Middle English and created the massively successful graphical role-playing series of Ultima games. As in Dungeons and Dragons, players chose to be wizards or elves, fighting dragons and building characters. The graphics were crude, with landscapes represented by blocky colored squares: a green block, ostensibly a tree; a brown one, a mountain. Players never saw their smudgy stick figure characters attacking monsters, they would just walk up to a dragon blip and wait for a text explanation of the results. But gamers overlooked the crudeness for what the games implied: a novelistic and participatory experience, a world.

Inaria is a pointer to a pointer. Its blocky graphics are trying to evoke a previous style of game which, in turn, tried to evoke a world rather than accurately represent one.

Is that even possible nowadays? Quake started us down the road from evocation to representation and we’ve been barrelling down it for years, but will we ever arrive? And if we do, will it be possible for small teams to make the trip, or will it necessitate 50-60 people for three and a half years? That’s what Oblivion required…

And here’s the question that is pertinent to me…can we ever go back? Does this sort of evocation still work? And will it work even on newer players who have never played a game in 320×200? Who don’t know what VGA is?

Basically, I’m asking this: Do you think Star Revolution in a lower resolution will evoke older space opera RPGs, or will it just look really stupid?


Star Revolution Update 4

Finally, a new image!

It's almost tactical combat!

This isn’t really a screenshot of Star Revolution. It’s a screenshot of a prototype of the tactical combat system I’m working up. I’m going to actually release this prototype when it’s completed (I’m hoping by the end of the weekend) and let you guys rip it to bits for me. If you’ve played any turn-based tactial games in the past (Jagged Alliance, Final Fantasy Tactics, Front Mission 3 or 4, Advance Wars, etc) you shouldn’t have any trouble figuring out how the system works, but I’m hoping that the changes I’ve made will make combat go a little faster and look a little more fluid.


Tiles

This just warms the cockles of my heart. (For the record, that’s the full tile sheet for Ultima VI. That site also contains full maps and tile sheets for The Savage Empire and Martian Dreams, as well.)

It’s also pretty surprising. Ultima VI was the biggest tile-based RPG of its time – the world was represented by a single map that was 1024×1024 tiles in size. The world felt large and varied, but now that I look at the tile sheet…there aren’t nearly as many individual things on it as I thought there would be. The tilesheet has 2048 tiles, but many tiles are taken up by multiple animation frames for a single object. A full 64 tiles are used just to animate the water! The designers did a good job of making different parts of the world feel different, despite the limitation.

Once again, I’m having trouble finding decent terrain tiles for Star Revolution. Not only am I having trouble finding Earthlike tiles, I can’t even begin to figure out how to find or generate tiles for non-Earthlike environments. This is all going to have to be solved, of course.


Star Revolution Update 3

I am Star Revolution! Check me out! No, seriously, check me out!

Spiffing!

I know, I know, it doesn’t look like much…but these are all black triangles that prove that my new state system, gui system and font system all work.

I really like the font…I found it here (by Googling “bitmap font” and clicking on the very first link). It’s evocative of Starflight without being quite as limited as that font – it has true lowercase and descenders, for instance. This is going to be the official Star Revolution font unless everybody stands up and says they hate it for some reason.

I have also surreptitiously begun work on a tool to create individual planets. It needs some work (for one thing, I need a better understanding of Perlin Noise) but it’s coming along and I expect to have something much more impressive to show you soon.

Also note that I’m not numbering my hours. I have abandoned the idea of writing SR in 40 hours; it’s simply too big. I’m sure I could write a version of SR in 40 hours, but I want this game to be worth playing, unlike Inaria. So I am switching tactics. Instead of a fixed amount of time, I am simply saying that the game must be completed and published by July 31, which gives me three and a half months.


Starflight Stuff

Starflight has long been one of my favorite games, although its interface is very annoying…sometimes I wonder how I put up with stuff like that when I was younger (answer: I didn’t have another space opera RPG to compare it to, of course).

I’ve been playing Starflight 1 and 2 again as reference for Star Revolution. I was playing Starflight 2 when I noticed something odd…look at this screenshot. Doesn’t it look weird in some way?

Hmmm...

And doesn’t this screenshot of Starflight 1 look kind of…chunky? Even for a 320×200 game?

Boldly go.

In fact…

Bll o.

This is a screenshot for the original Starflight reduced to 160×200. Notice that all of the text is still readable and all the graphics look the same, just narrower. It’s almost as if the game were written to run in 160×200…which is exactly what it was. Starflight was written to run in a 160x200x16 color mode available on some CGA/composite monitor combinations (most notably Tandy and Compaq computers). When the EGA and VGA versions were created, the image was simply doubled horizontally.

Which brings us back to the Starflight 2 screenshot.

Hmmm...

Notice how much more detailed the picture of the Tandelou Eshvey looks than the rest of the interface! The developers of Starflight 2 did not bother to try to make the interface look any better, even though Starflight 2 was written specifically for VGA! The only thing they did was use the additional horizontal resolution to make the font a bit clearer. How disappointing!


Star Revolution, Design Pass…What number are we up to? Four, I think.

It’s been interesting to realize exactly how tied the design of the game and its interface are. I really want to get a layout for Star Revolution, but in order to do so I need to nail down exactly what I want the player to be able to do in the game. And that means making some decisions.

For instance…do I let the player walk around planets? Some games of this genre do, and some don’t. Games that focus on the trading and combat, like Elite and Privateer, do not allow players to walk around planets; they simply abstract the planet out to a series of menus.

But games that focus on role-playing style elements (conversations, quest objects, etc) tend to allow the player to run around the surface of planets. Starflight 1 and 2, Star Control 2, and the MegaTraveller games all do this. In the case of the first three, planets are barren except for minerals, random lifeforms, and the occasional trade post – there’s no indication of the settlements of sentient beings at all. MegaTraveller takes the exact opposite tack – visiting a “planet” means visiting one city on that planet, with all of the cities in the game being constructed out of stock buildings in different arrangements. You can’t leave the city and walk around in the wilderness…I guess the designers don’t know why you’d ever want to.

Now, the reason I need to hash this out is because of a derived question: what is combat on the surface of a planet like? Or perhaps I should generalize: what is combat outside of your ship like?

Shall I just ignore it and say you can’t get attacked outside of your ship?
Pros: Very simple to write.
Cons: I learn nothing. Doesn’t feel particularly realistic or satisfying to the player.

Should I have the player stay in a land vehicle the whole time and perhaps allow that vehicle to fire lasers on enemies?
Pros: Still pretty simple to write. Could be fun if I do it right.
Cons: I learn very little. Could be not fun if I do it wrong. Doesn’t feel very realistic. Means the player’s characters can never go inside any building in the world.

Should I allow the player’s characters to walk around individually and create a man-to-man combat system?
Pros: Could be very fun if I do it right. Been wanting to write this combat system for a while. I’ll learn a lot.
Cons: This means that I will be writing two completely different combat engines for this game – one for space combat and one for man-to-man combat. Not only will this be a lot of work, it could raise the complexity of the game too high (I have been wanting to try to keep the game simpler and more accessible).

Another serious problem will be helping players keep track of the immense amount of data these types of games typically throw at them. I don’t just want the interface to allow the player to call up old conversations (that’s easy); I also want it to help them remember where that particular planet with particular features was. Remember, that’s how Lister lost the Red Dwarf: “They’re all the same, those little blue-green planetoids! Blue-green and planetoidy!” This means special indicators on the starmap for which systems have been explored and which haven’t, as well as screens for calling up the data on every planet in an explored system. Lots of complex stuff, but the alternative is to require the player to take tons of notes, which most players aren’t willing to do any more (and let’s face it, neither am I). Besides, if you really were in the 27th century, you’d have computers to help you remember all this stuff.

It just seems like the more of these questions I answer, the more I have to do. This game is shaping up to be far bigger than Inaria, both in programming and in content, and I certainly hadn’t anticipated this.