You Merely Adopted Rules.csv, I Was Born Into It

This post is about the process of implementing scripted dialog content into Starsector. It’ll get technical toward the end and I’ll do a tutorial on how to implement a new piece of character interaction.


So! I’ve been given to understand that rules.csv is notorious among modders of the game – how unfortunate!

In response, allow me to present a spirited defense of this data file and its attendant content pipeline. I’ll talk a bit about what it is, why Alex made it the way it is, how I came to use it, and how it can be used in general.

(It’s probably important to explain what the heck a rules.csv is in the first place, isn’t it.)

The rules.csv file is the primary, but not only, means of creating dialog interactions within the game Starsector. This includes almost all situations where the player engages with an entity – a planet, fleet, or character – where a textbox pops up and allows the player to choose from a set of responses. After choosing a response, stuff happens, more text is displayed, and a new set of possible responses is presented. This interaction loop proceeds until the dialog is closed.

This system is the basis for conversations with NPCs, for most interactions with campaign objects (planets, derelicts, sensor arrays, jump-points), and nearly all of the missions and story events.

In short, rules.csv contains the data used by what amounts to a custom scripting language that hooks into the game code to drive almost all content which doesn’t involve the combat map or the campaign map.

It’s a big deal!

Though some may find it hard to believe, I do enjoy using rules.csv because, above all, it’s lightweight. Every step is fast, simple, and responsive. I’ll walk through how this looks in practice in the tutorial section of this post.

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Salvors in the Ruin, a digital painting story

For the most part – for almost the entire part – I have been working on new game content since the last update. Talking about it in detail is 100% spoilers, and while I do believe there’s an interesting blog series to write about the overall strategy of narrative design in Starsector during a long development cycle, properly contextualizing it… well, that’d be spoilers.

What else to write about, then? Man, I dunno – but then I had a discussion with Alex about creating an illustration to go with the content I was working on and decided to show him all of my sketches leading up to the final composition. “This could be a blog post, couldn’t it,” I said.


So, hello. This is a digital painting blog post. I’ll show you my process and attempt to explain in hindsight why I made certain decisions. And, to come clean, this is only partially motivated by my desire to insert fan art for Alastair Reynold’s Revenger series into Starsector. (More of it, anyway.)

Earlier this week I created a mission which involves having the player fly out into the fringe of the Persean Sector to dig around in some ruins. There is indeed a Galatia Academy mission which does this very activity, but I assure you that this new mission does it slightly differently! And thinking about these two missions, I was struck by a notion: why not draw some Revenger fan art why not do an illustration of a salvage team finding loot in creepy ruins which could be used for both missions? This situation comes up fairly often in Starsector anyway, and I never really did previously create an appropriate illustration for this sort of thing. Great!

My mind immediately goes to the sequence in Alien where the crew of the Nostromo investigates a derelict ship on LV-426. That era of science fiction movie art production is a huge inspiration to my take on the Starsector aesthetic, as I’ve written about before somewhere on here at some point.

Here’s the shot:

Fantastic! Love the suit silhouettes, the texture, the grim lighting. It’s a bit too organic and boney for what I’m going for, but it feels like a good starting place in terms of setting the mood.

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Narrative in 0.96 aka Movie Night With David

I’d like to take a moment to talk about the development of narratives in the last update, and maybe in the game in general. I should note: this is a process post, not a lore-dump. So this is about how I went about coming up with these ideas and implementing them, not what Baikal Daud’s favorite flavor of ice cream is. More on anti-lore later. But yeah, I’m dying to talk about all of this but I have to play it fairly close to my chest to avoid spoiling what we’ve got in mind for the long game.

Two things first.

1. As anyone who’s written creative fiction knows, it’s terrifying to work on something for over a year and then show it off to who-knows how many thousands of people all at once. Especially in a field you’re not really ‘proven’ in (though, uh, arguably this feeling was far more pronounced with the introduction of the Galatia missions. There, yes, I was legitimately freaking out a bit. This time, much more confident and comfortable.

… Nonetheless, not everyone is going to like what you do. But I’ve been in games for, what, almost 15 years? And shipped at least one trainwreck. C’est la Vie! Regardless: You’ve all been very kind.

2. And: I know you guys want narrative payoff for the hanging plot threads at the end of Galatia, for the Gates, and now for the fate of the Church and Askonia. And I want to give them to you! But we have to do it when we have the mechanics in place to do it right. I know that sucks to hear, but I think playing the long-game will pay off. (- I think the narrative slow-burn that eg. Andor did was really, really smart because the payoff was fantastic. I have no idea how Disney executives approved that show and let them get away with what they did.)


Oh yeah, this is going to have spoilers for v0.96 story missions. You’ve been warned!


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The Pilgrim’s Path

So you’ve already heard the Good News? Blessed are you in the eyes of Ludd, already and truly. Do you count yourself among the Faithful, or has a sense of spiritual longing brought you to this shrine? Perhaps you’ve visited Beholder Station before? Have you contemplated the clouds of Kumari Aru, that sacred cradle of xenolife, which may be observed from the inner shrine? Many pilgrims speak of feeling a spark of the divine when contemplating the multitudes of Creation…

This is a sort-of a part 3 in the faction series but with more of a David-style focus, that is, on the writing, world-building, and implementation of a new set of missions, though I admit that the word “quest” in this case might have the right feel.

(I would carry on Alex’s blog title series but I simply can’t bring myself to write the word “uniquifying” more than this once. It’s just, *shudder*, one of those words.)

ALL HE EVER GIVES US IS PAIN

All of which is to say: I’m going to be writing about some new content for Starsector which involve the various Luddic factions: the Church, the Knights, and a touch of the Path. In particular, this is a new mission which involves visiting a series of Luddic shrines, having some encounters along the way, and taking a stance on Luddism in general.

There will be spoilers herein, but worry not, Citizen! There’s no SUPER ALABASTER REDACTED to bring the fury of COMSEC down upon us. That said, if you want everything to be a surprise, then you won’t want to read this post. But if you’d like a peek into the design and creation of some of the introductory content for the Luddic factions, then read on. We’ll start with some general background, design, and process discussion then actually show off new content as the last section. You’ll get another warning before that starts up.

Let us begin in the beginning, with first principles that flow from the essential question: What the heck is Luddism?

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Writing Starsector 2: Westernesse Boondoggle

A couple weeks ago I mentioned that I was happy to answer random questions about my game dev practice (offer still stands!), and in the following discussion I said something about having cut a bunch of text from “the anarchist art collective” portion of the Starsector missions. There was at least one person interested in hearing more, so who am I to deny this request?

It turns out that getting to that anarchist art collective involves – for the purposes of context, of course – a meandering path through the entire process of writing narrative for Starsector. Therefore, my friends, that’s what we’re going to do today.

There will be spoilers in this post for content that was released in Starsector 0.95, the March of 2021 vintage. I won’t talk about any upcoming content ( … unless?). So if you haven’t done the so-called “main quest” of the game starting at the Galatia Academy, both myself and Hegemony COMSEC recommend you hold off on reading further.

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