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Starcom: Unknown Space - Top-Down Action RPG of Space Exploration and Adventure

cyborgboy95

News Cyborg
Joined
Aug 24, 2019
Messages
2,779


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ABOUT THIS GAME​

Explore a mysterious open-world universe filled with alien factions, strange worlds, mysterious artifacts and an epic story.

As a new commander you and your crew will transform your ship from a small scout into whatever you want: a deep-space explorer, a fast strike craft or an armor-leaden battlecruiser.

ShipBuilderLaunch.gif


Meet alien races, both friendly, hostile or enigmatic. Turn foes into allies and vice versa.

Investigate new worlds and anomalies to unlock new technologies, gather valuable resources and discover the secrets of this unknown universe.

Features:

  • Explore a fully open-world universe with multiple quests and storylines
  • Build your own starship with different weapons, defenses and modules
  • Research new technologies
  • Survey planetary anomalies
  • Talk with different alien factions, each with their own strengths, weaknesses and motivations
  • Fast-travel between discovered wormholes

Fans of Starcom: Nexus should know that the overall game mechanics have remained similar (with a number of improvements), this is not a direct sequel-- it is a brand new story. New players will not need to be familiar with the plot of Starcom: Nexus to jump right in.
 

cyborgboy95

News Cyborg
Joined
Aug 24, 2019
Messages
2,779
https://store.steampowered.com/news/app/1750770/view/3401926123937507853
Shipyard Evolution
Progress update and the shipbuilding system
Development is going ahead at full warp. I’ve been so busy that I haven’t had time to keep you all updated on what I’ve been doing. I’m going to try to post more regular updates with a quick snapshot on what I’ve been up to, as well as some more details on particular aspects of the game.

The game has been through 2 small rounds of closed betas at this point and the feedback I’ve been getting is very positive. I’m aiming to do a larger beta once the next batch of features and content are polished to my satisfaction, probably around the first week of September (fingers crossed).

In the past month, I’ve worked on:
  • Started working with the composer, Moritz, on music for the game
  • Crew UI work, started working with the portrait artist on crew character portraits
  • Implementing player controls for secondary weapons
  • Missile and beam improvements and technologies
  • Heat dissipation and simulation
  • Shipbuilding updates
  • Lots more minor tasks and features
I mentioned in the announcement that the shipbuilding system has undergone a significant overhaul, so I thought I’d give a little more detail on that.

In
Starcom: Nexus
ships were built on a hexagonal grid with module prefabs. In the game logic, a ship consisted of a hex coordinates and the corresponding module. Each module only occupied a single hex in the ship layout data, but some modules had special logic to “fake” being larger than a hex.

For the sequel, I had a few changes that I wanted to try to implement: modules of different sizes and shapes, support for module rotations, and a unified set of modules for both player and NPCs with faction coloring being handled in the shader, rather than each faction needing their own set of module prefabs with their own materials.

The first step was to produce a prototype of the new module layout logic, shown below:

277e30ba5fff1000ae6f58c03e8cab772a92fd3b.gif


Getting this working was a bit harder than I envisioned: modules needed to define both the hexes they occupied, as well as the edges that were valid connectors. With these definitions, the ship-building logic needed to transform both the occupied hexes and their edges by their rotation, as well as handle “reflection” for asymmetric modules. It also needed to maintain a map of connections so that if a module was removed (or destroyed in the case of NPCs) any modules that no longer had a path to the bridge would also be removed.

Once I got the prototype working, the next step was to find out how it would look with actual 3D models. In
Starcom: Nexus
, I made all the modules myself in Blender. They came out “okay” but it was obvious I think that they weren’t made by an artist. And it took me a ridiculous amount of time to make them.

For
Starcom: Unknown Space
I was able to work with a concept artist and 3D modeler to produce much better models in much less time.

It took a lot of work upfront to figure out what kind of module shapes and designs “worked” with this system, and how to create a shader that could make them a) look good, b) distinctive, and c) not overload the GPU.

The very simplified workflow was I described what modules I needed along with a very bad sketch and some reference art, Ruslan (the concept artist) would come up with some more detailed sketches and then Povilas (the modeler) would use these as a guide for creating the final model:

3eaddf2a12307f77e1e233ff579bca24a7893ec5.png


Here is a small ship being built in the shipyard with some of the new modules:

9a128fb715bece4162836d32ef9c2f75870aabc4.gif


The modules use a custom shader which has a number of color multipliers for the various layers (plating, detail and underlying). I can modify these for the different factions (and players with Chromaplating tech can customize their own colors).

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One new feature I’ve been working on in the past week is thermal dissipation. In Starcom: Nexus, players got a small boost to their weapon fire rates for every empty space they were next to. I’m now experimenting with high-energy modules like plasma and lasers generating heat as they fire. This heat flows to cooler modules and into space. When modules are too hot, they suffer an efficiency penalty. This creates a trade-off between compact well-protected layouts and layouts that can sustain intense
energy use.

9af3ca5d65afd996bd1a0b8dee4d0ed7a9f239d8.gif


There’s more new features and changes to shipbuilding, but I’ll leave off for now. Thanks for reading!

Don’t forget to wishlist and follow on Steam so you don’t miss any important announcements!
 

Zarniwoop

TESTOSTERONIC As Fuck™
Patron
Joined
Nov 29, 2010
Messages
18,771
Shadorwun: Hong Kong
After the joke that was """Star Control""" Origins, left me wanting, this should be good.
 

cyborgboy95

News Cyborg
Joined
Aug 24, 2019
Messages
2,779
https://store.steampowered.com/news/app/1750770/view/4649425839620335521
Closed Beta News
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I spent most of the last week testing and fixing bugs in preparation for the next round of Closed Betas. By Wednesday I had a release candidate and have now started to send out batches of invites. So far, I've already received a lot of valuable feedback. There do not appear to be any serious game-breaking bugs that should prevent the larger beta from proceeding, so I'll be sending out additional larger rounds of invites over the weekend.

One person reported the invite being flagged as spam, so double-check your spam folder.

If you don't get an invite, don't worry, there will be more rounds before the game enters Early Access. Also, there's another opportunity for playtesters:

Observing a player experience the game for the first time visually can sometimes identify issues that analytics data and feedback submissions can't. During the development of Starcom: Nexus, there were issues that I identified for the first time only after watching a player play the game at a convention. I haven't done any conventions for Starcom: Unknown Space, so I'm lacking data in this area.

If you know how to record and upload a video playthrough to YouTube, but haven't received an invite, let me know by emailing me at starcom@wx3.com and I'll get you access. You don't need to be a professional streamer: I just want to observe some candid first-time player experiences.

One final note, there are a number of Steam key "scammers" who try to get keys not to play games, but to resell the keys after the game launches. To combat this, all playtest keys are not for resale: they activate the playtest product version.

- Kevin
 

Harthwain

Magister
Joined
Dec 13, 2019
Messages
4,872
This looks a lot like Space Rangers 2. I will watch this develops with caution.
 

cyborgboy95

News Cyborg
Joined
Aug 24, 2019
Messages
2,779
Crew & Skill System
Here’s a quick summary of the progress I’ve made since the last news update:

  • Work on content for a new storyline. I won’t go into detail here to avoid spoilers.
  • Started work on an updated version of the trailer.
  • Various fixes based on additional tester feedback.
  • Crew portraits.
Speaking of crew, I thought this would be a good time to talk about the new crew system.

6557fe4a6428c5bbc3edaf500919960d5bf6a736.jpg


If you played Starcom: Nexus, you may remember that your ship’s crew were a nameless, faceless resource that helped with repairs and could be killed in combat, but that was about the extent of their gameplay impact.

For Starcom: Unknown Space I wanted to give crew more depth, at least in providing a command crew with names and some contribution to gameplay besides ship repair.

Here is how crew currently works. Bear in mind that this is a new feature and will likely undergo additional changes before and during Early Access:

Shortly after the game begins, the player acquires a command crew of six cadets. Over time as they gain experience and rank, you can increase their skills in different areas: Tactics, Engineering, Diplomacy, Xenoculture, Biomed, Observation, and Astrosciences.

Skills offer several different benefits:

  • Skill checks: Some anomalies and alien encounters require skill checks which can have a variety of outcomes. For example trying to repair an alien artifact might require a successful engineering check.
  • Insights: Similar to skill checks, during anomalies and encounters a crew member may pass a hidden skill check that reveals some insight. These might help provide hints for some puzzles, additional lore, or extra discovery.
  • Performance boosts: Each skill offers some gameplay benefit outside of anomalies and conversations. Engineering speeds up repairs, observation extends scan range, diplomacy improves trade prices, etc.
  • Tech discoveries: A new aspect I’m experimenting with is some tech tree nodes can be unlocked after a minimum skill is reached and the probability of unlocking a tech per minute will rise depending on the skill level.

Design Challenges
This new system adds some new design challenges and there’s definitely still some work in figuring out the best solutions:

Don’t Lock Content
I don’t think it will be fun for players to be locked out of a fun side-quest because they rolled poorly in a skill check. At most, a skill check might allow a player to change the result of a previous decision. This places a limit on what kind of skill checks can be incorporated into anomalies and quest lines.

Phrasing
Anomaly text can refer to crew– for example noting that “Lt. Rouge-Chemise has been wounded in a rock slide.” However, I want to maintain the flexibility that crew members may change: maybe a story event swaps out a crew member, or I give the player the ability to rename their crew. So in the current system crew aren’t hard-written into the content, instead identified in text by their role, e.g., [CREW_ENGINEERING]. The text parsing system can then replace the symbol with the appropriate name. This works pretty well, but there are some challenges. One playtester already noted that the current system chooses crew by highest skill, but a crew member can fill more than one role, leading to an awkward situation where [CREW_BIOMED] helps [CREW_XENOCULTURE] but they’re the same person.

Also, it’s not practical to use pronouns: English has three forms for each (he/him/his vs. she/her/hers) and writing anomalies littered with [CREW_BIOMED_SUBJECT_PRONOUN] would be way more trouble than its worth, not to mention making localization a nightmare.

Getting Some Respec(?)
An open question is if/how skill respec-ing should work. Since players will learn the importance of each skill during the game, it makes sense to give them some possibility of backing out of a focus. At the same time, I’m not a fan of unlimited respec. There are a number of possible solutions: maybe there’s a rare anomaly that allows for respec, a one-off technology that when researched allows it, or crew can respec at certain ranks.

Specialization vs. Diversification
Right now, most skill effects are determined by the command crew’s combined skill against some difficulty. The only exception is insights, which is based off the skill of the most skilled team member. There’s not a huge incentive to have any well-rounded crew: you’ll get the same check benefits from having all specialists, plus better insights. Ideally, I’d like there to be some interesting trade-off between specialist and generalist.

Meaningful vs. Balanced
Giving players the ability to assign skills should have some noticeable game play impact. At the same time, no major game mechanic should move from “over powered” to “tedious” based on skill choices.

No Depletable Resource
One side effect of removing the old “crew as disposable resource” mechanic is there’s now no critical depletable resource the player needs.

Final Thoughts
The crew/skill system is the most significant new feature that didn’t exist at all in Starcom: Nexus, so it may take some iterations to get right. If you have any thoughts, feel free to share them in the discussion forum.
 

cyborgboy95

News Cyborg
Joined
Aug 24, 2019
Messages
2,779
Starcom: Unknown Space
It's been almost 3 years since Starcom: Nexus graduated from Early Access and I've spent most of that time working on the follow-up title. Based on player survey responses, I've kept the core gameplay close to the original, while at the same time trying to improve a number of features. While I'm immensely proud of Starcom: Nexus, there were a number of aspects that both players and I felt could be improved such as the appearance and layout of ship modules, improved mission tracking, autopilot etc.

The game is neither a direct sequel, nor a reboot. I won't say more for the benefit of players who want to avoid spoilers, but it again has you as a newly minted commander exploring an unfamiliar universe.

Many of you have already participated in the rounds of closed betas that have shaped the new title. If you haven't, there will still be at least one big round of tests before Starcom: Unknown Space drops out of warp into Early Access. Playtest invites are sent to random subscribers/survey respondents[www.starcomnexus.com].

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Significant changes from Starcom: Nexus:
  • A new story with a new universe, characters, aliens and mysteries
  • Completely revamped ship-building system featuring multi-hex modules and higher-quality models
  • Faceless crew replaced with a command crew that progress in rank and skills
  • Improved mission tracking system
  • Numerous QoL improvements, like destination autopilot
  • Improved VFX and UI
  • Lots more!
So if you enjoyed Starcom: Nexus and want more of the same but better, Starcom: Unknown Space enters Early Access on December 14, 2022.
 
Joined
Jan 14, 2018
Messages
50,754
Codex Year of the Donut
forgot to give a capsule review of this from when I got it in closed beta

If you liked the first game, you'll like this. It's more of the same + full crew mechanics.

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I appreciate that they didn't go with the minimalist UI seen in a lot of recent sci-fi games that has become overused.
 

Jinn

Arcane
Joined
Nov 8, 2007
Messages
5,021
I've held off on getting the first game because of what I read about this essentially being an enhanced version of it, but with a new campaign and setting. Would the first game still be worth playing despite this?
 
Joined
Jan 14, 2018
Messages
50,754
Codex Year of the Donut
I've held off on getting the first game because of what I read about this essentially being an enhanced version of it, but with a new campaign and setting. Would the first game still be worth playing despite this?
yes, has good exploration which is a large part of it. Plot falls apart a bit at the very end but doesn't overstay its welcome overall.
 
Joined
Jan 14, 2018
Messages
50,754
Codex Year of the Donut
be mindful of your void drag in open space btw, never know what you might find that wasn't on the scanners
 

cyborgboy95

News Cyborg
Joined
Aug 24, 2019
Messages
2,779
Draconis Incoming
Since Starcom: Unknown Space entered Early Access in December, I've been hard at work on fixes, changes and new content. Due to the interconnected open-world nature of the game, major changes to the game's content are not save compatible. To minimize player confusion, not every content change is immediately posted to the default branch (which most players are on). Instead, these are posted as opt-in betas so that players can switch to them. Once the combined betas have enough new content and have been tested by several dozen players, they will be made the default.

Details on Beta updates and how to switch to them can be found here[wx3.com].

The latest beta, Draconis Unstable (combined with the changes and content from Cassiopeia) is on track to be made the default build in a little over a week, barring any major new bugs discovered between now and then. If you are about to start a new game, you may want to switch to the beta now, so you can start on the latest version. As always, even if the default version changes, you will always be able to switch back to older versions to access previous saves.

Summary of the major changes from Betelgeuse (with minimal spoilers):
  • Several new story lines, regions, missions, mostly in the current mid-game
  • Numerous new anomalies and discoveries
  • Changes to region placements
  • Buffs to several techs and level II modules
  • Increase max thermal penalties, slow dissipation
  • Thermal exhaust modules
  • Tactical "slicing" to improve item drop probability
  • Add mission coordinates to mission log entries
  • General improvements to the tracking and completion of certain missions
  • Smoothed item drop frequency
  • Flinger speed increased, fling sound
  • Change to skill check result display
  • Menu option to adjust intensity of anomaly image distortion/noise effect
  • Esc now closes Ship menu
  • Change player name input to separate first / last name
  • Fix for issue where NPCs would fail to respawn
  • Fix for issue for random anomalies not being added
  • Fix for Plasma/Flinger issue
  • AI better at avoiding star damage radius (still not perfect)
  • Edgedar Icons no longer block firing action (also fixes bug where sometimes there would be small a firing dead zone)
  • Lots of minor bug fixes
  • Numerous minor mission, balance adjustments
  • Numerous typos fixed

Thanks for reading, until next update!

- Kevin
 

normie

️‍
Patron
Zionist Agent
Joined
Mar 9, 2019
Messages
3,805
Insert Title Here
Ganymede Incoming
Ganymede beta update is available for opt-in

Ganymede is now available for opt-in playtesting (see here for instructions). If there are no serious issues discovered, I plan to make it the new default build in the next ten days. Update: There have been several recent patches to address issues uncovered by opt-in testers. To give a bit more time to ensure these patches didn't introduce new issues, I'm delaying the default switch until this coming Wednesday, the 7th (assuming no new serious issues).
If you are about to start a new game, you may want to switch to the beta now, so you can start on the latest version. As always, even if the default version changes, you will always be able to switch back to older versions to access previous saves.

Compared to the current default build, Draconis, it incorporates the changes from Europa and Fornax, along with a new batch of fixes and content. As mentioned in a recent blog post, Ganymede has roughly 50% more content than Draconis, as measured in unique anomalies and mission logic, and twice as much as Betelgeuse (the first Early Access version from December).

Last month, I posted a player survey to get an idea of what area or areas players most felt I should be focusing my attention during the next few dev cycles. Based on the responses and comments, most players want me to focus on creating content. In the free-form responses, a number of players talked about getting stuck and not knowing how to progress. This is an area I'd like to address: I want to strike the right balance between letting players discover/figure out stuff on their own, but also not feel frustrated if they missed something that's blocking the story progression. I've created a pinned thread in the discussion forums specifically for this topic and added an option to the in-game feedback system to include your latest save.

The compiled list of changes since Draconis:
  • Additional content, anomalies, missions, factions
  • Several new technologies and modules
  • Changes to skill checks, UI and numerous skill check anomalies
  • Changes to crew skill progression
  • Changes to various ship AIs
  • "Smart" autopilot can plot trip using fast-travel nodes
  • Player can allow autopilot to continue while ship menu is open (will pause if threats or unknown objects are detected)
  • New music tracks, changes to music triggers
  • New achievements (not fully tested)
  • New planet types
  • Void drag formula changes
  • Explored system void drag reduction
  • Changes to trade system, initialization, pricing
  • Changes to NPC drone squadron AI
  • Changes to sector/persistent coordinate normalization
  • Changes to NPC encounter generation
  • Changes to trade system
  • Player can rename crew members
  • Repair system now prioritizes surveyor module
  • Increased max thermal penalty from 30% to 40% and updated thermal analysis (which incorrectly had a max of 20%)
  • Procedural anomalies avoid choosing same anomaly in succession
  • Fully explored planets dimmer on map
  • Fixed duplicate log entries due to bug
  • Additionally, now suppress log entries with identical text (e.g., exact same conversation repeated)
  • Fix for music volume changes not persisting
  • HUD notifies player of XP progression and new missions
  • Fixed issue where survey lander path would go very wide after first launch
  • Fixed guns should now favor locked target, if any
  • Fix for null ref pooling exception in late game scenario
  • Changes VFX for several particle systems to eliminate a potential performance bottleneck
  • Adds experimental mouse steering option
  • Cursor changes when hovering an external web link (e.g., to the discussion forum)
  • Changes to content loading system
  • F8 feedback now can include latest save
  • Numerous minor bug fixes and typos
 

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