Well, I finally beat the combat UI into reasonable shape, and was able to record a full playthrough of one of the earlier (and definitely easier) missions. The fleets are comparatively small, and so is the map, making for faster-paced action.
The mission briefing, to set the mood:
The independent prospector ISS Hamatsu is coming back from a tech mining expedition on a decivilized world. The haul is good, and the Hamatsu’s captain has retained a mercenary ship to provide protection en route to market at the Hegemony worlds.
It turns out the captain’s worries were justified. Coming out of hyperspace for a routine refueling stop in the Corvus system, the ships are attacked by a suspected Cult of Lud task force. The Ludii blame technology for humanty’s ills, and will do anything to prevent the Hamatsu and its high-tech cargo from reaching Hegemony space.
After a brief conference, the captains of the Hamatsu and the mercenary ISS Black Star conclude that a counterattack offers the best chance of success – retreat is not a viable option as the Hamatsu is running low on fuel.
The ISS Black Star is under your command.
This is the first look at a continuous slice of Starfarer gameplay. Enjoy!
I just wanted to let you know that Immortal Machines has just interviewed our very own fearless leader Alex! Oh yes.
I certainly enjoyed the podcast, so should you. Why? I’m not going to say that top secret Starfarer details are revealed. No, no. But you will find out how Russia has affected the development team (the game designs us). Have a listen, comrades.
We’re getting close to releasing the alpha, and I’m happy to say that you’ll be able to start modding Starfarer in the very first release.
The entire focus of the alpha is on combat, exposed through a set of missions. In each mission, two fleets face each other in a scenario you’ll run into naturally in the full game. For example, the player might command a freighter fleet during a blockade run, or a small task force ambushing a carrier group inside a nebula.
Missions are the only aspect that will be moddable in the first release, but it’s just a start – we’ll expand modding capabilities to include ships, AI, factions, etc. Technically, I suppose you could add new ships in the first release (and easily tweak existing ones), since they’re all data-driven… but it’s much nicer with an actual editor. (Yes, we’ll release some modding tools.)
Ahem… back to missions!
Each mission is defined with a couple of files you can tweak using a text editor, or copy to use as a baseline for a new mission. To see what a mission is made up of, let’s take a look at a screenshot of the mission selection screen, with the “Turning the Tables” mission selected.
Mission selection screen – click to enlarge
Alright, now, things are about to get technical. And somewhat lengthy. Consider yourself warned.