Drawing [REDACTED] Battlestations, part 2

The following briefing is cleared for officers at Hegemony COMSEC level ALABASTER. If this document has come into your possession outside of protocol 20 then you must destroy this document and report immediately to your unit intelligence officer for enhanced debriefing.

comsec_redacted

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Here be spoilers to Hidden Fun Content in Starsector. Many of you have clearly not been following important Hegemony COMSEC directives, leading directly to speculative rumour-mongering among the civilian population about the art and design of certain deep space objects which are the subject of today’s blog post.

If you have not yet encountered a [REDACTED] battlestation, you may wish to avoid this post! Because I’m really actually going to talk about it this time.

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The Ion Pulser & Development Process

Or, if you like, “A Charged Subject”.

Or “David gets Alex to basically write half the blog post by quoting his emails”.

Right, so let’s take a peek into the process of back and forth commentary and iteration Alex and I  go through when adding a new weapon to Starsector. I think this may give some insight into how this game gets made and how working on one small piece of it rolls odds and ends off into other areas of development.

Our story begins with a simple request for a new weapon asset.

pulser1

Just spray & pray!

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The Armada

David sent this to me a little while back, and I thought it was very cool to see all of the ships together like that. Most of these are in the game, but some aren’t just yet and a few may or may not make it.

A lot of the ones not currently in the game hint at features under consideration. Let the rampant speculation begin!

Click on the image to view at full size

Pew pew!

Or: Weapon design & graphics modularity in Starfarer

A game which revolves around combat in space naturally places great importance on the weapons used in said space. In short: They must look really cool. Here’s a picture to show how I’ve been going about this:

Click to view full size. You see here the process of taking a weapon design from concept art to pixel-art sprite to in-game screenshot. The barrels of the Heavy Autocannon — a nice standard warship cannon — recoil individually upon firing.

And how about some background on what influenced this outlook on displaying weapons?

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Ship Design & The Onslaught

Ahoy there! My name is David and I’m what passes for an artist around here. But enough about me; I’d like to talk a little about how the graphics of Starfarer come to be, starting with the Onslaught-class battleship which we have already featured from a standpoint of gameplay and game fiction. I’d like to show you my process of creating the visual design of the Onslaught from concept sketch to final sprite.

The Onslaught-class Battleship from concept to sprite:

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