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.

Read the rest of this entry »

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

# # #

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.

Read the rest of this entry »

Developing the Mora-class Carrier

There’s no large low-tech carrier in Starsector; today we create one!

[HEGEMONY COMINT // RHYME AMBER // CONFIDENTIAL // communications intercept dated 12-2015]

David: [discussion of new ships] – a lowtech cruiser carrier, 

Alex: How is this going to be substantially different from the Heron? Could go with either 1 deck + heavy armament (more in line with Hegemony doctrine? but also kind of the Venture, but stronger and with less useful out-of-combat stats) or 3 decks and almost no armament (which could also fit in with the Hegemony doctrine, if looked at as greater specialization…)

D: Ooh, I’ve got this: So given that Hegemony doctrine inherits the ‘traditional’ doctrine of the Domain at the time of collapse – of heavy line battleships, though at the start of a transition back to cruiser/carrier doctrine – this specialized lowtech cruiser carrier could be a holdover from the previous wave of Domain doctrine that had a larger role for fighters.

So why are these in the field? The Domain navy decommissioned them from military service, so they were de-militarized and sold to budget-minded civilian enterprises in development on the Domain’s frontier, as having some former carriers with big handling/construction bays can be a very useful thing. Once the Collapse comes around, these former construction/mine drone handlers slash ersatz mobile drydocks are re-militarized (thus less useful out-of-combat stats than one might expect). Used perhaps more by pirates, independents, and the Luddic Church more than by the Hegemony or TriTachyon, so that the big carrier fleets of these guys can be supported by something better than Condors but not so good as the Heron or Gemini. 

A: That sounds good (especially the lowtech cruiser) – but it might make sense to do these later (either for this release [ed. 0.7.2.a ] or, uh, more later) – I’d like to change up how carriers work at some point [HEGEMONY COMINT :: REDACTED // MOST SECRET]


Decommissioned then recommissioned ships reminds me of shipbreaking, of which many dramatic images can be easily found. I pulled a few together for palette & aesthetic reference.
shipbreaking_images

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!

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.

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 Preorder