Simulator Enhancements

The combat simulator in Starsector is essential to the experience – you need to be able to adjust your ship loadouts effectively, and being able to test out changes quickly is a key part of that. Imagine having to get into a real fight just to see how your new set of weapons performs! That simply wouldn’t do. This means that the simulator was added early on in the development process. This also means that it hasn’t quite kept up with the times, and was very much due for another look.

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Hyperspace Topography

I’m not sure where to start with this, exactly, because this is something that pulls together a bunch of different systems, using the “Event” infrastructure (introduced in the previous blog post) to tie it all together. So, let’s just start… in HYPERSPACE!

Primarily, this is a system that interacts with slipstreams. In brief, those are temporary passages in hyperspace that can make travel much, much faster and enormously more fuel-efficient. One of the problems, though, is that it can be a little hard to plan for – there are some general indicators of where they are and where they might take you (i.e. the direction they travel in is seasonal, you can use the Neutrino Detector ability to find them, and so on), but I think for a lot of players, that doesn’t quite add up to being “enough” to make slipstreams as useful as I’d like them to be.

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Uniquifying the Factions, Part 2

Part 1 of this blog post series is here. Here in part 2, we’ll dive into making the remaining factions more memorable!

Persean League

“An alliance formed to counter Hegemony domination of the Sector. Members of the League don’t necessarily agree on all issues, domestic or otherwise, and may even come into armed conflict with one another. But the League is united when it comes to the Hegemony who they consider to be illegitimately enforcing martial law in the name of the Domain, a dead political entity. The League, by its laws, unites against other external threats such as particularly meddlesome megacorporations, warlords, and the Luddic Path.”

The League’s core identity is going to be that of using midline ships. However, because those are going to be sprinkled in throughout the other factions, the League will also have access to a brand-new missile weapon lineup: directed energy munitions, or, put more simply, missiles that fire lasers when they get close enough to their target. In addition, it’ll get a new battleship (to go along with the already-existing Conquest-class, which is a midline battlecruiser.)

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Uniquifying the Factions, Part 1

(First off: “uniquifying” is a real word! It doesn’t quite fit how I’m using it here, perhaps – more strictly, it’s about removing duplicates – but it’s close enough.)

With that important note out of the way: some factions in the game have a stronger identity than others. If you’ve played the game at least a bit, you have a pretty fair idea of what to expect of a Hegemony fleet, for example – large chunks of metal with a lot of firepower. In contrast, something like the Luddic Church is more muzzy. It’s got the same kinds of ships as the Hegemony, more or less, but they also tend to mount converted hangars with Perdition-class bomber wings, and some numbers – officer quality, ship quality, the exact mix of ship types – are adjusted. The two factions are different, but it’s not the kind of different that easily sticks in your mind – without checking, I couldn’t tell you exactly how those numbers differ, for example.

So, some factions are more unique than others; this isn’t necessarily a problem – in fact, it’ll be the case no matter what, to some degree – but it would still be very nice if each faction was memorable.
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Writing Starsector

The next update will add strong narrative RPG elements to Starsector, among other things.

I feel no small amount of trepidation because this is both a change and it is a particular story about particular characters in a way the pure sandbox certainly isn’t. This necessarily constrains your – the player’s – experience of the game-fantasy and the meta-game fantasy of an “unfinished game” which has the potential to become everyone’s dreams in a free-floating quantum state… until you see it for real and it turns out it isn’t quite what you dreamed.

I suppose this seems like an awfully negative way to start off; this is what I mean about trepidation. And I am legitimately excited about sharing more of the world of Starsector, letting players dive in a bit closer and get a feel for what it’s like for people that live in this world. Find out what they think, find out a bit more about why movers and shakers move like they do. If I may say so, I think we’ve done some pretty good work!

The written wordcount has already exceeded the minimum definition for a novel (50k) a few times over by now. I’ve attempted Nanowrimo a few times in the past and always choked almost instantly. My experience writing Starsector has been a stark contrast – the words just flow! It seems so obvious, most of the time, what comes next, what feels right to be said. I suspect part of it is the constraint of the medium focusing creativity, but it may also perhaps be the very clear connection to an audience (that’s y’all out there!). A novel feels a bit like a bunch of words floating out  in (ha) space. A game, however, has a player. They must actively engage and progress. I know a player is committed in a way a reader isn’t. (Which probably isn’t at all true; people read books, after all. I’ve even read one or two in my day.)

Whatever it is, maybe I can’t rationalize it. But something works here for me in a way that hasn’t elsewhere. I’ll take it.

Let’s get to the nuts and bolts of this.

We’ve had to deal with certain constraints and design problems while adding written content to Starsector. Some of these are faced by all games which use writing, some are particular to the context of Starsector. I am not going to talk about any specific narrative beats or plot details, but I will talk about how the narrative is structured, so from a certain point of view one could derive meta-spoilers from this blog post. I think the most pure and magical way to experience Starsector would be with no foreknowledge of any of this, so I’ll give you fair warning now: if you don’t want to know anything, stop reading.

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