Building Better Worlds

No, not terraforming; world-building! You know, like writing and content implementation.

In the upcoming Starsector 0.8x patch we’ve added at least one* new faction and expanded the number of hand-scripted star systems in the Sector by a significant though not quite finalized number. Alex has of course obliquely described how he has expanded the number of procedurally generated star systems from zero in the currently available build to potentially a whole bunch in the upcoming patch. This does much to embiggen the world of Starsector! My part in this has focused mostly on the hand-scripted Core Worlds, the centers of human civilization, industry, and conflict within the volume of the Persean Sector.

I’ll talk a bit about the creative process as well as design considerations that go into creating this content. We’ll cover some old star systems, some new star systems, the Persean League just a tiny bit, and whatever tangents that come up.

(*Hedging how I word this because the truth of the matter is a touch complex.)

Read the rest of this entry »

Ship Recovery

In the previous post about the skill overhaul, I mentioned a different playstyle enabled by the Industry aptitude. That’s what I’d like to talk about here, but as part of a larger set of changes.

Ideally, you want to solve multiple problems with the same change. This is of course common sense (two birds, one stone) but for game design specifically, it can get tricky. There’s always an option of making a change just to solve a particular problem, and sometimes it’s the right answer.

However, if this is done too often, the danger is you end up with features that are only loosely related to each other – and you end up with a lot of them. A single solution that brings multiple systems together is going to make the design both simpler and deeper.

Let’s look at “industry needs its own playstyle” as a design problem, and see what else can be taken care of as part of the solution.

recovery_fleet

Read the rest of this entry »

Skill Overhaul

The current skill system in Starsector was added quite a while ago. That in itself isn’t a reason to redo it, but as with all first-pass systems, some downsides of the implementation became apparent along the way.

But why update it now, rather than sometime down the line? New features in this release need skills to complement them, and adding more skills to the old system would just be adding more stuff to redo later – it’s more efficient to overhaul the system now, and add the new skills in a hopefully-final form. In addition, it’ll be nice to address some long-standing balance issues, but more on that later.

First, let’s take a quick look at the old system. There are 4 aptitudes – Combat, Leadership, Technology, and Industry – and each aptitude has skills under it. The maximum level of a skill is determined by the level of the aptitude it’s under, and the player gets 2 skill points per level and 1 aptitude point every other level.

Skills have 10 levels, a base effect that increases with skill level (e.g. 2% more damage per level), and two perks – each providing significant and sometimes game-changing bonuses – at level 5 and 10 in the skill.

Now, instead of talking about the issues with this system, what I’d like to do is talk about the new system, and mention the issues in the context of how they’re being addressed.

skills_strike

Read the rest of this entry »

Cartography

The map UI in Starsector hasn’t changed much since it was first introduced, back when Corvus was the only star system and there was no hyperspace. It’s been tweaked here and there to support new features along the way – terrain, for example – but the core functionality has remained the same.

map_fixed

With the upcoming update drastically increasing the number of star systems the map has to handle, and its focus on exploration, it was finally time for an overhaul.
Read the rest of this entry »

The Grim Visage Of Space Pirate Ivaylo

Ivaylo has been kind enough to grant permission to be used as a subject to show how I draw Starsector portraits – so now I shall show you how I draw Starsector portraits. Before we put pen to tablet, it is worth revisiting the stylistic standards and artistic goals in play.

Let’s pull up an image of some portraits to demonstrate principles.

screenshot050

Design Principles

First, the basics: These are painted in Photoshop on a black background at 512×512, resized down to 128×128 for the in-game art. This was not the case in early releases of Starsector – then, I drew portraits at-res. Going higher res allowed me to use a more painterly technique and otherwise focus more on just making the image rather than worrying about where individual pixels end up. I’ve historically been enthusiastic about small-scale painting, but if it holds back technique, it’s gotta go.

Read the rest of this entry »

Forum Blog Media FAQ Features Digg it! Del.icio.us! Share this on Facebook Reddit Stumbleupon it! Technorati Tweet it! Download Starsector for Linux Download Starsector for Mac Download Starsector for Windows