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Home Page Latest News Screenshots Message Forum Poll Questions -- F A Q --
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Another new feature is that the "vitality" and "vigor" (two types of turns)
required for a given task will now "pop up" (ala the "FONT TITLE" tag) so
players can see (instead of guessing by trial and error). The level of
various tasks is shown in the same pop-up. I realized that it would be
next to impossible to determine to base skill level of a given task (for
instance, if you're a level 4 climber attempting to climb a level 6 wall,
how would you ever have known) without showing it. However, these things
may come by way of some in-game item (for instance, the "Eye of Armadon"
or some such trinket), instead of working as a default.
Also, the game now has a gap limit for tasks. Since each task becomes
harder the bigger the gap between your skill level and the task level,
a task should be "impossible" if that gap is too wide. This not only
prevents the player from wasting turns on a "difficult" task, but it
prevents a player from being so persistent that they willingly waste
vitality just to eventually access areas for which they aren't yet ready
(for instance, swimming across a level 10 lake as a level 2 swimmer).
In addition to finishing the "cottage on the hill" graphics (three
scenes were posted last time), I'm reworking a model from many months
ago (the small brick cabin on a barren gray landscape with a red-pink
sky). It generally looks the same, but now has shots from 14 different
points, and a lower camera point (to give a more 1st-person feel). It
also uses 5 skies (instead of just the original two, day and night). I
will probably re-work many of the older models to provide a larger and
more useful "area" than originally intended.
Some Observations:
When my fiancee was playing
Final Fantasy 8 a few days ago, I noticed something. StarLock has a
master map (the "Galaxy Map")
on which courses to various points can be plotted. Some planets and some
stations have "points of interest" which can be visited. This reminded me
of FF8!
Quite a while ago (and something I failed to mention in the news) is that
I did away with the multiple playable alien races, for several reasons.
One is that you can't tell a story when you don't understand your
protaganist, and especially when you can't make assumptions about him or
her. For instance, Star Wars wouldn't have been much of a story if
Luke Skywalker had been a Hutt instead of an up-and-coming Jedi. A story
involving a trip across a scorching hot desert would end pretty abruptly
if the protagonist were a vampire (without some crafty explanation). The
same is true of StarLock, although the reasons don't become clear until
later in the story.
Many games resort to "free-form" roleplaying. That's fine, if that's what
you're into. In my opinion, an empty world that exists merely for players
to develop their own stories from their own roleplaying habits is extremely
negligent - even a cop-out. That's not to say free-form roleplaying can't
take place - and even in a structured world like StarLock provides. However,
you don't buy a novel expecting to find blank pages and a pencil, do you?
There are plenty of other games for people who want no in-game story -
probably an abundance of such games. I believe story development is one of
the few true areas where advancements in game design can still be made.
Moreover, how do you "roleplay" as a completely new, fictional alien race?
People know how trolls might behave, or how a hobbit might behave, or how
a vampire might behave, or how an elderly wizard might behave because those
things have been explored already. It would border on impossible to fully
explain the social motivations and personalities of an entirely new fictional
race, in a way that guarantees they'll be role-played as anticipated.
Otherwise, you have a very shaky foundation on which to build a story.
For these reasons, StarLock will weigh heavy on the "adventure" scale. It's
an RPG yes, and I hope players do get wrapped up in their roles. However,
there is no point in having multiple races when it does nothing to advance
the story. Perhaps I'll work on an option that does allow additional
player races. I may even be able to come up with detailed histories that
can fully explain these aliens, and allow players to take a more active
role in what were previously NPC-only races. But, it would have to be
outside the main story, perhaps for players who just want to socialize
in other ways - players who win the game or don't wish to win. That isn't
my primary and immediate focus. I want to tell a story, not just create an
interesting series of settings.
Don't Forget the Polls:
THANKS to everybody who has taken the time to click and submit an answer
in the two Polls at the bottom. I'll post more
polls as I think of them. One of my next questions will be "Where did you
hear about Starlock?" I'm interested in finding out how many of you are
from Lunatix Online, and how many came here through other routes.
More Interactivity:
Soon (just how soon, I don't know), I want to add a StarLock forum
(for now, questions or comments can be directed to the
General Forum),
where fans can interact. I've also been considering add-on ability (Lunatix
has IGM's which are player-made levels) for StarLock, although making it work
well and stay consistent with the style of the game would be tricky.
Progress Report:
I finally got around to adding "global" (or "shared") values for the
script data save routines. A database holds various script-related
variables, based on each player's ID code (something internal to the game
that nobody playing it ever has to worry about). Having shared variables
was an easy thing to add, and will allow for multiplayer interaction
within scripts. For instance, this would allow one player write a message
in the sand at some beach, to be seen by everyone else who passes by. Or,
it would allow a player to paint the walls of a room a certain color, so
that every other player would see the same change. It's a very important
capability, and it turned out to be very easy. This is one of those
things that will have hundreds and hundreds of uses - I just hadn't needed
it until now.
Another thing just added was the ability to level up in various stats.
Sure, that's a fundamental part of the game, but again, I just didn't need
it until now. I need to revisit it at some point though, since eventually
there will be "something" necessary to have (or to do) to level up. For now,
it simply allows the player to level up when enough experience has been
earned - simple and easy.
Two other additions involve validations (more changes to the game engine).
The first is a check to make sure a player still has Vigor remaining
(Vigor is basically "fight turns") before being able to attack monsters.
The second was a method to prevent course plotting in certain situations.
For instance, it wouldn't make sense to warp out of a hollowed-out
asteroid - realistically, the player should have to move his or her ship
out of the asteroid before plotting a course to some other quadrant.
In addition to finishing the "Ape Crops" graphics, I built a room inside
the Ship Yard where a computer terminal can be raised (from the floor).
This is where players will go to buy (or upgrade) their rigs, although
I'm still a while away from being ready to add those capabilities to the
game. Having the images done will make it easier when the time comes. I
also worked some on the Apeville quest, which crosses paths with Pigly's quest.
Fans of StarLock:
Some people have already emailed me to say thanks for keeping the news page
updated now. I'm glad you guys are reading! One person asked if I had a
button or ad of some kind for "StarLock: Coming Soon" -- I don't, but I'm
going to make one in the next few days for anyone interested in helping
promote it.
Related to this, a character name look-up function was added (hard to
explain, but it's used to match a non-changing Player ID to that player's
current character name). Also added this weekend was the method by which
room "entry" and "exit" messages will be shown. It isn't enough for the
chat portion of the screen to simply announce that other players "entered"
or "exited" the room (which is what it previously did). At the same time,
not all locations are mapped out by North, South, East, and West (for
example, when in the StarBus ticketing booth and stepping up to the
counter), so it wouldn't make sense to force a "direction" into the
message in all situations. Even so, I think it's better to say "Wyndo
just entered from Chuckle's Pub" and "Wyndo just exited to the Landing
Zone" wherever possible, instead of "Wyndo just entered from the north"
and "Wyndo just exited to the south" (although those are used too).
It has taken several days just to render all the scenes for the Apeville
"crops" due to the combinations of 4 locations, over 4 seasons, with 5
different skies, but only 3 more images remain. Bryce is a great program,
but if you're not careful with your textures, images can take a long long
time to render. The crops - built from simple rectangular boxes, use a
semi-transparent (though simple) texture that turned out to be VERY slow.
That's all for now. Stay tuned for more!
Recent Progress:
The past few days were spent working on "Nefrilia's Quest" which involves an
AWOL Marizen Merchant, an ant-infested trench passage, and a graveyard. I also
completed a great set of scenes for "Apeville," which is part of a different
(but somewhat related) quest. The Apeville scenes turned out better than I
thought they would. Today, I catagorized all the ape "faces" (NPC's rarely
appear directly as part of the pre-rendered scenes - it's more flexible that way),
which turned out to be a population of 20 (these guys will probably show up
all over the galaxy, since the player's contacts in ApeVille only require
a half dozen of them).
Also over the past three days I've been working on inventory item images -
a couple items related to quests, and a virtual wet-bar of various drinks.
After all, one of the first places you visit is Chuckle's Pub, and there
are additional such places (Charello Cafe, and another as-of-yet unnamed
cafe of some sort). Drink items include things like glasses of milk,
water, orange juice, mixed drinks, goblets of beer, cups of coffee or tea,
and more. Overkill? Probably - but it sure is fun! I'm not sure yet what
each of them will do. Perhaps they'll heal a set number of HitPoints
(which makes more sense than the current "life potions" in the game). Maybe
some will be involved in quests, or provide temporary extra strength or
other abilities.
Another recent development are the new skills. Many games provide skills
related to occupations -- smithing, mining, crafting, and just about
anything else you can imagine. That just didn't fit in with StarLock's
gameplay, and would do nothing to advance the story. Instead, the various
skills a player will master are things like fighting (just like your
"level" in most battle-based games), climbing, swimming, running, and so
forth. These are things actually related to character advancement. Each
skill has its own experience points. You get "climbing" experience points
when you successfully "climb" something (for instance, when you climb over
the Marizen Market wall). Each of these sorts of tasks is also assigned a
difficulty level, and a calculation is done to determine the chances of the
task succeeding. For example, Somebody with a level 2 "climbing" skill might
try 3 or 4 times to make it over a level 2 wall, but a level 4 climber might
be able to scale it every time. A level 2 climber trying to climb a level 5
wall, on the other hand, might waste numerous "vitality points" (aka "turns")
trying it, and only succeed after 15 attempts (wasting vitality on each
attempt). Harder tasks are worth more experience points, so while a person
could repeat a low-level task, it wouldn't provide as much experience as
attempting tasks closer to their level. Sounds complicated, but it fits
in perfectly with limited-turn play.
In the efforts to keep the story flowing right, and keep players from
getting lost in a huge game with hundreds of places to visit, locations
will work on a "must-know" basis. There will be places the player will
"know about" at the start of the game, but some locations only open up
once a tugging job takes you there, an NPC mentions the area, or it
becomes involved in some quest. This also will help keep things balanced.
Also, and best of all from the standpoint of designing the game, StarLock
can seem like an enormous, boundless game without actually being one.
It provides a built-in explanation as to why many planets cannot be
visited. As long as the planet itself exists, new areas can be added later,
at which point the game will allow the player to "hear about" this new
place. The game has limitless potential to "grow" this way.
Another area of recent change involves the beginning of the game, and
a player's first few turns. StarLock is designed to be intuitive. Options
are given, and it's pretty easy to figure out what you're supposed to do.
But, I want to avoid flocks of new players all arriving at the same place,
begging each other for hints, yelling "What do I do? What do I do?" At the
start, the player enters a situation where there aren't any other players.
This intro-quest involves talking to the available NPC, who provides the
info the player really needs to get started playing. In essence, the new
player already IS playing, and learning how at the same time, without
being allowed the "I'll just bug everybody else here until they answer me"
crutch. On one hand, this might be a turn-off to some people (they log in
and find that they're alone at first), but overall I think it's a smart way
to start the game. After all, nobody will bother reading the instructions
until they've already been playing for a while, so this is a good way to start.
New Screenshots:
I've posted not one... not two... not three... but 24 new Screenshots
at the top of the Screenshots page. You'll
get a glimpse of a variety of places you can visit, as well as several shots
from space (orbiting planets). This is the first time this much information
has been shown. Pay attention to the "chat" section of the screenshots (lower
left section). Here, I chat about (to explain) each screenshot, providing
some great information to anybody anxiously awaiting the release of the
web's greatest browser-based game. This is by no means a complete
representation of all the characters you'll meet and places you'll go.
But, it's a start. :)
A Little Hype:
If you're familiar with browser games, you know almost everybody chooses the
"easy" path, creating strategy games that are generally indistinguishable from
one another. Not true with StarLock. Although fun, development has been anything
but easy, as we aim to out-do every other BBG in existence. Finally,
a browser-game will fill the RPG/Adventure void by providing a huge world
(a large section of a galaxy), well-written text and quests, and more
visual appeal than any other BBG out there. This is a browser-based
game. Don't let the interface fool you. It isn't Java. It isn't Shockwave.
This is a game built of dynamic web pages, and you can play from any
4.0+ browser-enabled computer (work, home, school, the library, etc).
Discussing the Fees:
One of the "complaints" of "paying" for a game is that people feel obligated,
even "forced" to play a lot to get their "money's worth." While I don't entirely
agree with that, we're considering three types of memberships. One -- FREE. Yes, a
completely free membership. Essentially, everybody will be given a few hours
a week (possibly 2 or 3) to play the game. Since you're limited on time and
aren't taxing the server like "paying" players are, you may be able to maintain
a StarLock account at no charge. The second level, a "credit" level, would
require you to purchase time that gets used like credits. This will make a
great option for those people who complain "but I only play a few minutes a
day." You could buy credits, at something like $0.50 an hour, and simply play
on your own time. If you go idle for a couple weeks, you didn't waste any
money! The third level, much like our Lunatix accounts, would be $5 each
month for unlimited play. This is a great option for people who like to spend
a lot of time in the game, who would potentially spend too much if they
play using "credit" time instead. I say "unlimited" play - because a
player can log on as often as necessary, but as a turn-based game, you
aren't awarded unlimited turns. This will keep the game fair for
everybody. Although this 3-tier membership plan hasn't been finalized,
it's looking like a safe bet on how the game will operate.
About the Story:
So, just what is this StarLock? The StarLock is a massive system of
emmiters surrounded a portion of our galaxy, which produce an energy grid
completely encompassing it. Its purpose has been debated and theories abound.
One thing is certain; it's inpenetrable. Those unfortunate enough to be inside
it - including Earth and dozens of other planets, are stuck. The thing is
an ancient relic, dating back at least a thousand years, presumably created
by a super-intelligent race who may have wished to trap the inhabitants of
this part of the galaxy. But, nobody knows for sure. Religions have their
own views. Some have tried to destroy it, with no success. Some have
studied with, yielding very little.
About the Game:
The best thing about any quest-based game is a common theme. In this case,
it's the situations and events leading up to some surprising discoveries about
the nature of the starlock and its builders as the game comes to a close.
Along the way, the player will be treated to multiple branching stories,
quests, and other things related to the StarLock and its inhabitants. This
is an exciting way to design a game. One main story is threaded with and
supplmented by side stories and quests. The point is to experience it -
to live the story we're telling - not just to play it as an
outsider.
A Release Date:
Nothing is set yet, but the current plan is that testing will start this
year, perhaps in December. For all the time spent coding, writing, and
designing, much is still to come. It simply isn't ready to play, much less
open for testing. Stick with us. This one will be worth the wait, even if
we miss this tentative deadline. I might know - and perhaps soon - a better
estimate of exactly when we'll start requesting beta testers. But, not yet.
For now, I hope the new info and the screen shots will help. :)
Development:
Things ARE taking shape. Every day, the engine is improved and new areas
are rendered. One of the largest recent changes involves changing the data
storage method -- instead of using flat text data files (like Lunatix Online, which
is fine but less efficient for high usage), StarLock will take advantage
of a relational Database. Not only should this prove faster when many
players are logged in, but it allows the ability to do more advanced things,
such as sorting the player list in different ways (and in real-time).
Information:
There is so much to tell, but it just isn't the time to do that. One of our
chief concerns (and a justifiable one, in fact) is that some other site will
"save time" by copying our ideas and putting out some cheap knock-off game.
If you look into the arena of "free" web games, you won't see much originality,
or innovation. (Even today, our
Lunatix Online may
be the only game to allow for player-created add-ons.)
We'll expand the site to include much more information when the beta
phase nears. |