Thursday, January 26, 2012

StarDrive Alpha Video

Testing has begun for the upcoming 4X game, StarDrive.  For an intro to the game, check out this post.  The game is still in its early stages, but I am impressed enough that I want to start showing it off.  First up, lets check out the scale of the game.

You are able to zoom out to a galactic view, then zoom in all the way to the individual ship.  The one is the video is your flagship, which you directly control.





At the end of the video I show off the firing arcs.  Each weapon has its own arc and range, making placement very important.  When showing the arcs, you also get a view of the ships design, which I found to be really cool.  I can't wait to get in there and customize my ships.

For more information about StarDrive, visit their website.

Wednesday, January 25, 2012

Elf Generals

With the arrival of Relics to Fortresses in the Warhammer Online 1.4.5 patch, we also get special guardians called Fortress Generals.  What makes these npc's special is that players can assume control over them in order to defend their relic.  If they are not being controlled, they will act like normal npc's and attack when enemies are near.

Some things to know about Fortress Generals:
  • They have a ton of health.  Healer archetypes have ~240,000 hp and the rest have ~160,000hp.
  • Each has 5 abilities for the player to use.  
  • They do not do a lot of damage/healing, less than most players.  However, some have some nice utility.
  • The Fortress Generals are only available when a Fort is claimed.
  • If you take a General too far away from the Fort, you will revert to your original form.  Dying is the only other way to drop the General.

High Elf Generals



General Telissys, Archmage





General Lanfenthi, Swordmaster





General Aeloyll, White Lion





General Noresiteal, Shadow Warrior






Dark Elf Generals



General Laneann, Disciple of Khaine


General Ridirthi, Blackguard


General Enorasaine, Witch Elf


General Norlafyr, Sorceress





Tuesday, January 24, 2012

Empire and Chaos Generals

With the arrival of Relics to Fortresses in the Warhammer Online 1.4.5 patch, we also get special guardians called Fortress Generals.  What makes these npc's special is that players can assume control over them in order to defend their relic.  If they are not being controlled, they will act like normal npc's and attack when enemies are near.

Some things to know about Fortress Generals:
  • They have a ton of health.  Healer archetypes have ~240,000 hp and the rest have ~160,000hp.
  • Each has 5 abilities for the player to use.  
  • They do not do a lot of damage/healing, less than most players.  However, some have some nice utility.
  • The Fortress Generals are only available when a Fort is claimed.
  • If you take a General too far away from the Fort, you will revert to your original form.  Dying is the only other way to drop the General.


Empire Generals





General Abagar, Warrior Priest





General Gelonas, Knight of the Blazing Sun





General Kabaspar, Witch Hunter





General Ralottolf, Bright Wizzard





Chaos Generals




General Webrell, Zealot


General Arthawrall, Chosen





General Thandiel, Marauder





General Alaynark, Magus


Monday, January 23, 2012

Dwarf and Greenskin Generals


With the arrival of Relics to Fortresses in the Warhammer Online 1.4.5 patch, we also get special guardians called Fortress Generals.  What makes these npc's special is that players can assume control over them in order to defend their relic.  If they are not being controlled, they will act like normal npc's and attack when enemies are near.

Some things to know about Fortress Generals:
  • They have a ton of health.  Healer archetypes have ~240,000 hp and the rest have ~160,000hp.
  • Each has 5 abilities for the player to use.  
  • They do not do a lot of damage/healing, less than most players.  However, some have some nice utility.
  • The Fortress Generals are only available when a Fort is claimed.
  • If you take a General too far away from the Fort, you will revert to your original form.  Dying is the only other way to drop the General.


Dwarf Generals




General Skobik, Rune Priest





General  Hengrudon, Ironbreaker





General Banlund, Slayer



General Nuzil, Engineer





Greenskin Generals



General Maggog, Shaman






General Pugratt, Black Orc





General Ragalitz, Choppa





General Gozras, Squig Herder


Friday, January 20, 2012

Reborn

Earlier this week, I mentioned that I was tempted to make a SWTOR alt.  I'm sad/happy to announce that I have given in and rolled a new character.  I decided to stay on the Republic side, so I could build up my trade skill network.  The class choice turned out to be an even tougher decision.

I was very tempted to make a Smuggler.  It looks like a fun class with a lot of character.  However, there were a couple of things working against it.  One, I had already done Ord Mantell with my Trooper.  Two,  I have been using blasters a lot already.  As a result, I rolled a Jedi Knight.




Tirew, my long time WAR character, was reborn in SWTOR.  So far, I am having a lot of fun with the class.  Being able to Force Leap is pretty nice, and he makes very quick work of enemies at this early level.  Once he reaches level 10, I'll probably pick up Cybertech, Underworld Trading and Slicing.  That way I can keep my group of characters in Armoring mods.

SWTOR is having a bit of a rough week.  I won't go into details, as I'm sure you know.  Unlike some drama obsessed bloggers, it really doesn't bother me.  I am into SWTOR for the long term, so short term issues are not much of a concern.  Besides, it's just a game.

Thursday, January 19, 2012

Who needs a ship?

Stellar Fortune is an always evolving project of mine.  Will it ever actually see the light of day as a real game?  I hope so.  Until then, I use it as a platform to try new ideas and technology.  This week saw important changes for the project, which I'm pretty excited about.

Kendo UI.  Much of the work that has gone into the web version of SF is Javascript.  Using JQuery worked pretty well, but it soon became clear that it was just getting to be too big and complex.   I took a look at some frameworks and settled on Kendo UI.  It wraps up JQuery into a lot of nice controls, including a DataSource model.

Here is what Stellar Fortune looks like now:




Agents.  Since I don't want SF to be about combat (there will be some), it occurred to me, why does a player need a ship?  Customizing a freighter is only so much fun.  Flying stuff from point A to Point B is also not very exciting, even though the decision making process can be.

As a result, I made Agents to do all of the actual work and leave the decision making to the players.  In the trade example, a player would choose an Agent from a list, and he/she would move the goods for them.  Then the player would sell the goods.

Agents can also be hired permanently, if the player owns a company.  They can be trained for new skills ( pirating, factory management and so on) and given ships.  Most importantly, they can be hired out.  So beyond some starting Agents, I hope everything is done with player companies.

Now on to my current problem.  Space is hazardous, so Agents can be told to avoid sectors.  This will cause them to take a different route.  A different route means a longer trip, more fuel spent and the destination may be out of range.

The hazard could pop up after the Agent is en route, so what happens then?  If they cannot make it to the destination, does the whole job just get cancelled?  That would kinda suck for the player.  Recalculating paths is also not very cheap resource wise.

I'm sure there is a good compromise somewhere.  Range limits could add a lot of depth to the game.  The map is pretty empty, so it will be up to players to build the infrastructure.

Wednesday, January 18, 2012

SWTOR Temptation

It took around a month, but my Commando has finally finished Chapter 1 of his class story.  Level wise, I am 32 which is what the final quest wanted.  Overall, I enjoyed the first story quite a bit.  I also felt that the final fight was pretty satisfying.  My companion, M1-4X, died and I was left with only a couple hundred hit points.




For my Legacy, I chose 'The Werit Legacy'.'  Crazy, I know.  I am very interested to see what else they have planned for that system.

Now on to the temptation.  My original plan was to play the Trooper until 50, then roll an alt.  However, now I'm wondering if I should start that alt right now.  The main motivator for this is crew skills.   If I start an alt now, his crew skills can support Quentin here in a relatively short amount of time.  If I wait until 50, they won't be useful anytime soon.

Then I start wondering if I should roll an Imperial Agent, which looks awesome.  He would be of no help Crew Skill wise to my Commando, but it'd be a different leveling up experience.  On the other hand, a Smuggler looks pretty cool too.  The downside is that I would revisit areas I just got through.

I'm not sure what I should do.  Start Chapter 2, or roll an alt.  Hmmmmm



Tuesday, January 17, 2012

PTS Events

This week, Mythic will be holding three testing sessions on the PTS in order to test the new Relic system.  Each session will focus on a different pairing.
  • Wednesday, January 18th  8-10 pm EST (1-3 am GMT) - Dwarfs vs Greenskins - Thunder Mountain
  • Friday, January 20th  4–6 pm EST (9-11 pm GMT) - Empire vs Chaos - Praag
  • Monday, January 23rd  8-10 pm EST (1-3 am GMT) High Elves vs Darkelves - Dragonwake
Templates will be provided, so stop on by.

Claiming a Fortress

With the 1.4.5 patch now on the PTS, I was able to hop on and check things out.  Specifically, I took a look at how to claim a Fortress.  The primary prerequisite is that you need to be an Alliance Leader in order to make the claim.  Thankfully, I was able to get an Alliance setup to test with.  On to the Fort!

Getting to the Fort

In every tier 4 warcamp, there is a new flag which will teleport you to that pairings fortress.  It is only active if your fort still has a relic.  If it has been taken, the flag will not work and also look very drab.




Claiming the Fort

Once you are at the Fortress, head to the 3rd (I think forts have 4) floor.  There you will find an Alliance Altar. Click on it, and a few OK's later you are now the owner of the fortress.  Your guild news window will mention the fort was claimed.




Money in the bank

Owning a fortress is not free.  It costs 24 gold per hour.  The gold is taken from your guild bank, so make sure you have some money in there.  The Relic guardian, located on the top floor by the relic, also acts as a Guild Banker for members of the controlling alliance.




Banners

Once you claim a fortress, your Guild Banner will be used to decorate it in certain places.  this is a nice touch from keep claiming which has returned.




That's all there is to claiming a fortress.

The main problem with the system on the PTS is there really is no feedback.  Looking at the banners seems to be the only way to tell if the fortress is claimed and by who.  The map does not provide any tooltips like keeps used to give.

The other problem is that bonuses received by being the owner of a fortress do not show up anywhere.  Hopefully Mythic can put in some kind of indicator (buff icon) that lets you know that you are receiving the bonus.


Monday, January 16, 2012

Stardrive Q&A


Last week, I posted about an upcoming 4X game called Stardrive.  The creator of the game, Daniel DiCicco, was kind enough to take some time and answer a few questions.  It is a very promising game, which I cannot wait to get my hands on.  Read on for the Q&A.


1)  Can you give us a high level overview of your upcoming game, Stardrive?

StarDrive is, at its core, a hardcore PC 4x with deep ship design and empire building.  I am to provide today's PC gamers with a beautiful looking, fun to play space strategy game that scratches all of their space strategy itches.  We have research, ship design, diplomacy, exploration, and great RTS/Arcade combat with a lot of depth.


2)  When I was reading about Stardrive, the thing that really got me excited was your inspirations.  Master of Orion 2 and Escape Velocity are two of my favorite games.  How have they influenced Stardrive?

Masters of Orion 2 was and is the gold standard for 4x games.  It remains immensely satisfying to me to this day to build a fleet of specialized ass-kicking ships and to go on a rampage through enemy territory, conquering planets and stealing technology, repercussions be damned.  While there have been many noble efforts at recreating this experience in recent times, these games have not been able to satisfy me in various ways.  To me the most rewarding aspects of MOO2 were designing my ships and then actually commanding them in the battles with all of the many various options to customize my experience.

Escape Velocity was another awesome space experience for me in my youth and what I took from EV was that arcade ship combat is deeply satisfying as well.  I believe that the marriage of the 4x concepts from MOO2 with the arcade action of EV will make for an excellent game that many old school gamers like myself will enjoy.


3)  Will players be able to mod or customize the game?  For example, add new stock ships or races?

Definitely.  I spent countless hours modding EV and I am absolutely supporting modding right out of the box.  Races and ships will be easy to add to the game, as well as new weapons, adventure dialogs, planets and planets types and so on.   Most of the game data is stored in plain-language XML files, so no coding knowledge is necessary to tweak the stats on something or to add some new things entirely.  I will support modding to the fullest extent possible and it is my sincere desire to see a Star Wars mod made as soon as possible:)


4)  Since there is a focus on shipbuilding, will there be a way to simulate battles in order to try new designs out?

Not in the 4x game, but instead inside our challenge mode.  For players who don't want to do a full 4x experience, we have a simpler challenge mode where you get a certain amount of resources to design and build a fleet and then you take that fleet against ever more challenging combat situations.  If you're familiar with Gratuitous Space Battles, this system is similar to what was seen in Cliffski's game.  Challenge mode is just a kind of quick-play mode to let you load up StarDrive and have a nice fleet battle without having any consequences on your carefully planned empire.


5)  What kind of multiplayer options will Stardrive feature?

StarDrive will feature an arena-like team deathmatch mode where, much like challenge mode, you have a set amount of resources with which you can build a small fleet.  As you destroy enemies you earn more resources to call in new ships.  The ultimate objective is to destroy the enemy base.

There also will be full campaign multiplayer support.


6)  How big of a map can players expect to see when Stardrive launches?

This is a variable that can be set when you create your game.  I find that 50 star systems works well and gets conflict going pretty quickly, but we can support maps that are 10 times that size very easily.  We also have a "star cluster" map option where a map consists of several regions of space that are separated by long wormholes, the entrances to which are guarded by what are essentially "creeps".  When you beat the creeps, you can access more of the galaxy map and potentially be the first race to discovery some unique goodies we have hidden throughout.


7)  When it comes to 4x games, the AI is very important.  First, in providing a challenge.  Second, taking care of micro-managing the player may not want to do themselves.  How has this been going for Stardrive?

I can tell you that AI is a big challenge, but I don't have to reinvent the wheel here.  I'm using a pretty standard goal-oriented approach to programming the AI for high-level strategic decisions.  The ships themselves have a separate tactical AI that is used to evaluate combat situations, and this provides a pretty nice emergent combat model.  There are a number of different AI strategies as far as their research priorities and fleet strategy (i.e. big and heavy, small and fast, swarms of crappy ships versus lower numbers of quality ships, etc).  My goal in developing the StarDrive AI is to make it not cheat, and to make an AI that can beat me at my own game, literally.  When I've done this, I'll know I'm done.

As far as micro-managing goes, we've got a lot of clever systems in place to minimize the burden on the player.  For instance, the player makes a few high level decisions about what type of colony a planet will be by setting production/farming/research ala MOO2.  And like in MOO2, if a planet was say an industrial planet without food production, then you would build a freighter fleet to bring food to your industrial planet.  In StarDrive, you can import and export not only food but production as well, and the player just chooses between import/export/store for these resources.  The player has to build freighters as well, but the freighters aren't abstractions -- they are ships in your empire, and they have cargo limits and so on.  The AI knows what to do with this information and it coordinates your freighters to move goods throughout the empire according to your high-level commands.  Some research technologies reward the player with cash for moving goods this way. All the player has to do is make sure that his freighters are protected.  So the micro-managing is handled by the AI, but the strategic management of what to build, what to protect, where to import or export, those decisions are made by the player.


8)  It looks like the Kickstarter campaign was a great success.  For people who may have missed it, will there be another way to gain early access to the game?

Yes there will be, for sure.  But with Kickstarter where people are pledging money to help fund development, I know that I don't need to provide a polished product right away to them.  People understand that this is a game in development.  For me to charge money for early access, I want the game to be relatively complete so that people don't buy it, see an unfinished product, and write us off.  That said, I am toying with some more alpha funding on Desura so stay tuned for that.


9)  When do you hope to launch Stardrive and for which platforms?

I am aiming for a mid-late summer release on PC only.  We should have a feature-complete beta ready by the end of March for our Kickstarter beta testers, and at that point I will likely open it up for pre-order/early access as well.

-------

Thanks Daniel!

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