Fleet Creation

During the last couple of weeks, I’ve been working more and more on content for the next release, as opposed to features. The next release is going to add four new star systems - Arcadia, Eos, Magec, and Valhalla. David has done a lion’s share of work in mapping these out and creating the backstory – and now, it’s time for these to be populated with fleets.

When adding content, a key question that comes up is how much to procedurally generate vs hand-craft. Both approaches have their pros and cons; on a very basic level, hand-crafted content is going to have higher initial quality, while procedurally generated content is going to have more replay value. It’s not a question of which approach to choose, though. Every approach lies somewhere on a continuum between the two, so the question is exactly how to mix hand-crafted and procedural components, and in what proportion – in this case, specifically as it applies to fleet creation.

Before deciding how to do something, it’s not a bad idea to figure out what it is you want to actually do. With that in mind, let’s take a look at what we actually want out of fleet creation. There are two parts to it: what ships make up a fleet, and what kinds of fleets to spawn (and where, and how often).

Fleet Composition
First, the obvious: what ships go into a fleet depends on what type of fleet it is. A trade fleet is going to need freighters, a patrol is going to need fast attack ships, and so on.

hab_glows_sindriaCompletely unrelated screenshot of the habitation glows on Sindria, along with some backstory

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Markets

In the parlance of the economy system, a market is any entity (generally a planet or a space habitat) that participates in the economy. One of the primary ways of interacting with a market is through the trade screen, which therefore needed a major revamp from its current incarnation. Let’s take a quick look at the new trade screen, and then talk about the details of how markets work.

 jangala_tradeTrading with Jangala in the Corvus system

Please note that the market-related screens aren’t completely finished. Some of the artwork in the screenshot uses placeholders – for example, the top-right  icons for market conditions currently use hull mod icons. In general, things could change from what you’re seeing now, but I wouldn’t expect them to change too much. That said, let’s dive into the details!

Market Conditions
In the upper right, you can see a row of icons labelled “market conditions”. Market conditions are the building blocks that define a market – they determine what it produces, what it consumes, how much population it has, what type of planet it is, and so on. For now, buildings and installations are also rolled into market conditions, though later on they’ll probably receive more detailed treatment.

Jangala has the following market conditions:

  • Urbanized Polity
  • Regional Capital
  • Orbital Station
  • Military Base
  • Autofactory – Heavy Industrial
  • Organics Complex
  • Orbital Burns
  • Jungle World
  • Population – hundreds of thousands

The “Urbanized Polity” condition, for example, increases demand for luxury and domestic goods, and reduces food production. (Rampant speculation on what the other conditions do may officially commence.) Read the rest of this entry »

Let Me Draw You A Starsector Ship, Part 2

Now where were we? Oh, yes, Drawing A Starsector Ship Part 2 (read part 1 here).

I believe I was fretting about the back of the ship, those engine pods and such. Let’s do another sketch:

rear_sketch2

Hmm. While drawing this, I kept thinking “I’d rather be doing this experimentation on the sprite itself”. That, and I rather like the idea of echelons of squarish angle-corned thrusters for the primary drive with “barnacled” pods for the maneuvering jets. Well, let’s go back to the sprite and give these engines an overhaul, shall we?

(Also considering a comment from the forum thread noting that I’ve concerned myself a lot with asymmetry at the front of the sprite but little with asymmetry at the back. Interesting. Though I don’t especially want to have asymmetric engine pods for obvious reasons unless the mass of the ship was wildly skewed to one side. Which might be neat, but … this is not the time for something as off-the-wall as a B-Wing.)

– To the pixels! Jumped in with doing some pixel-brush painting, blocking out a base area with a 100% brush then doing detail and texture with 1-2 pixel radius brush set to very low opacity, sampling bits of colour from around the sprite as needed.

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Let Me Draw You A Starsector Ship, Part 1

Due to popular demand I’m going to give a go at documenting the process of drawing a ship sprite for Starsector. Haven’t made many new ships lately as there are very interesting larger-scale developments going on, but I find that drawing spaceships is always nice to revisit. And about time I do this again since my methods have certainly changed since the early days.

So what kind of ship shall we draw today? Nothing too big as I ought to finish this post in a timely manner, so let’s go with a frigate. And lately I’ve been more excited about ships that blur the line between civilian and military which evoke a sort of post-apocalyptic can-do spirit so this one won’t be a sleek high-end Tritachyon thing. In fact, I’ve got a good weird idea in mind to fill an unfilled niche: a tiny frigate-sized carrier! This would fit nicely as well with some of the setting development we’ve been up to ( “very interesting larger-scale developments” ): one of the new systems going in — Magec — is composed largely of a giant ring of asteroids, dust, ice, and general chaos swirling around a young blue star. There’s a significant planet, but civilization has collapsed and no major faction has stepped in to take responsibility for what’s left. As one might imagine the place is lousy with pirates, profiteers, mercenaries, and adventurers. A combat-converted miner drone-tender would fit in perfectly!

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Comm Relays

Since the last post, I’ve been working on a lot of framework stuff. All of it is directly in support of the content for the next release, but until now, it hadn’t all come together in a way that would make it easy to demonstrate. Now, though, there’s a good vertical slice to talk about; a new piece of content that uses many of the new pieces – the comm relay.

We’ve talked about events and information gathering in the previous blog post, and that’s where comm relays come in. You need to be in a star system with one to receive news reports and other kinds of intel. Here’s what one looks like in-game:

 comm_relay

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