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Home Page Latest News Screenshots Message Forum Poll Questions -- F A Q --
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*Base slowest engine on 60 Parsecs, not 100.
I also worked on new graphics to expand Chuckle's Planetoid. In Beta 2,
there will be an option to go East from the landing zone into the
mountains (the "landing" and "leaving" graphics will be removed, which
would otherwise have given the impression that there *aren't* any
mountains to the East -- incidentally, doing that should also fix the
"chat" bug where it says so-and-so entered/left/entered). I'm not sure if
this new area will open up a new Level 1 quest, or if it will be
something for later.
The current To-Do List can be viewed here:
Getting Ready for Testing:
For development, I added a large mod that allows
for rigs to have "cargo holds" (instead of picking up and dropping off trailers,
as originally done). In the future, this mod will open up the possibility of
things like smuggling, raiding cargo, swapping items into cargo for temporary
storage, and more. I've also been trying to nail down exact GC$ amounts
for in-game things (rig rentals, tugging job payments, elixers, maps,
weapon prices, etc). I've also been re-rending older graphics as needed,
although I think that's a task I'll still be working on during beta.
There is still quite a bit more to be done, including quests and filling
out many of the "placeholder" planets... and I'm quickly running out of time
before testing starts! : /
Some of you are hearing about StarLock for the first time, so I also wanted to mention that this is a browser-based web game. From some of the comments on beta application forms, I think quite a few people have assumed that it's a 3D action game. It's a massively multiplayer online game, yes, but it's nothing like Everquest, Ultima Online, Dark Age of Camelot, or any of the ones I see mentioned (although having play and/or testing experience on those certainly doesn't hurt). StarLock is played through your web browser, kind of like an illustrated MUD. Just wanted to make sure everybody knows. :) If anybody who submitted a beta application didn't realize this, doesn't like BBGs (browser-based games), and wants to withdraw, just email me and let me know. But, I think StarLock is really going to change the way you think of BBGs (in a good way).
Screenshots will not be allowed during the beta test phase, and any information you obtain during the course of testing must be kept strictly confidential. Game site and magazine reviewers may be allowed temporary beta accounts, but you need to identify yourself and your site/magazine ahead of time.
New Logo:
The StarLock logo has been changed -- for about the 5th time since development
started. The new logo lends itself to themes, since it overlays sections of
game graphics while still maintaining the same font/style. At some point, I
may post a page showing all the prior logos, and how things have changed.
Screenshots Page Update:
All 14 screenshots from the
RPG Vault
StarLock interview have now been added to the screenshots
page. These will probably be the last of the pre-launch screenshots (when
we open to the public, we'll probably post a new batch of "release version" shots).
It was suggested to me that the screenshots should also work with arrows,
so that one full-sized shot could jump to the previous or next screenshot in
series. This is something I will try to do when time permits.
I was also asked about the speed and reliability of the StarLock server.
Those of you who've played Lunatix have seen the super-fast response times
and reliability of that server. StarLock will be launched on a server with
even more speed and power (dual 1.1Ghz, 1GB RAM, etc), and we're sticking
with our current host in order to make use of their incredible network
(great speed, reliable uptime, plenty of bandwidth). And, this game was built
with the ability to make use of multiple servers. If performance drops due
to high demands, we'll add another server that accesses the same game world,
then another, and another, as needed to assure that this is the most reliable
game on the web. The only bottleneck would be on the SQL machine itself,
since all additional servers will be accessing it as one. That in itself
doesn't worry me, since there is room to upgrade there as well.
Two New Polls:
Two new Polls have been added. This time, we're
curious about your current thoughts on supporting StarLock. Planning to
play strictly for free? Are you open to the idea of upgrading either to hourly or to
a subscription? Want to buy the Starter Kit (look for more info about it
soon), or skip it and play without these extras? We're interested in your
answers!
Four More Screenshots:
Once again, here are 4 more screenshots from the
RPG Vault
StarLock interview. These are scenes from four different places entirely
(the Emmansa village at night, the ruins on Equadus, Charello Cafe, and
the Ulonus dock). The final two screenshots from that interview will be
posted soon, and all of them will be added to the
screenshots page then.
Graphic Re-Rendering: Some of the original scenes are being re-rendered, to provide more detail and a more consistent 1st person view. The early graphics in particular were in need of some re-working (after all, Bryce has been a learning experience). A 1st person view wasn't always the goal. Some of these early images were done at awkward or unrealistic camera angles (for example, from in the sky looking down). If used as-is, and especially since these are locations showing the game world as seen by the player, some of these earlier scenes would have the player standing 20 feet tall, or crawling, or free-floating, or in some way viewing the scene from a completely different perspective. To avoid this, some re-working is needed (but it's going well, and quickly).
Recent Progress:
I've been considering the best way to implement the PK/PvP system (player versus
player fighting). Well, I know how it's going to work from the aspect of
playing, it's just a matter of working out the player to player internal
messaging system. I don't mean messaging as in "chat" (that has been in
and working for a long time), but the method by which players can
initiate requests of other players (challenging to duel, maybe eventually
as a means of one on one trading, and probably more). I decided to shelf
the idea at least for a few more days, to get caught up on some of the
graphic design work that needs finished.
I've also defined around half of the standard auras so far (auras for
boosting attack or defense, draining enemy attack or defense, healing,
and attack blasts). This is done for 13 of the 25 Fighting Levels so far.
I had planned to finish them all this weekend, but didn't. I will still
need to work on the additional, specialized auras (an aura to convert
Vigor to Vitality, an aura to work as a "reveal" spell for finding hidden
things, and more).
Something else I've been giving some thought is the "woops you're done"
problem. The game has limited turns - that's established. This includes
Vitality, which allows a player to attempt tasks (climbing a wall, swimming
across a lake, jumping over a gap, and so forth). It has also included
simply walking around the game. I've started thinking about how this is
going to restrict things a little too much. I'm not scrapping the idea by
any means. I'm now planning to allow certain things (walking around
most areas, for instance) to work without using Vitality. Players who want
to spend time in the game would otherwise be stuck in one spot when their
Vitality is exhausted. This way, a player may still be able to walk around,
do certain "bonus" things (without gaining an advantage over players who
are playing for free), and spend more time online to socialize. The idea
is that everybody stays on equal footing where advancement is concerned.
Buying additional hours (or a subscription) isn't needed in order to
play -- just to become more active in the game world instead of just
playing turns.
Polls:
I'm planning to add a couple new polls soon. The previous poll results
can be seen here.
StarLock Starter Kit:
It's decided. StarLock will definitely be available on CD. This will consist
of game graphics and music, possibly some extras, with a launcher icon for
opening your browser straight to the game. The CD will come with a printed
manual (something small like a GameBoy manual), which will include instructions,
tips and hints, the story, and more. We haven't decided what else will be
packed with the CD (purchasing the Starter Kit, even beyond the kit itself,
may unlock special in-game features for your character). The Starter Kit will
NOT be required to play the game. It will be an option for players who
want the higher-quality graphics (the online versions will be saved with
compression to save on bandwidth), MP3's of the game music, and so forth.
The price of the Starter Kit is planned at $35.00, but will come with your
choice of a 6-month subscription or 100 hours of time (a $25 value, so it's
not a bad deal at all). Check back in the weeks to come for more information
about the StarLock Starter Kit. We'll probably begin accepting pre-orders in
November or early December. Pre-ordering will put you first in line, where
orders placed after the official game launch will be shipped after the
pre-orders are out. Check back later for more info!
Audio Snags:
In the months leading up to the development of Lunatix Online, way back in
1998, I had upgraded to what was then a pretty decent PC. This was a
Pentium 233Mhz MMX machine (48MB RAM). It was a little outdated in 1999
when StarLock development began, but was plenty powerful enough for
browser-based game development. This past weekend, I finally upgraded to a 1.2Ghz
machine, 512MB RAM, and quite a few other cool goodies. It makes things
so much faster and should really help speed up development time. The
problem is, I've run into an unexpected wall regarding the game music --
in particular, the way that different sound cards play back MIDI with
different results. Everything sound fine on my original computer. I had
even tested it on a couple others with similar results. This new PC has
a killer sound card -- the default instruments sound much more realistic --
but every one of the StarLock songs sounded horrible due to different MIDI
interpretations. I spent a while to revise most of them, only to discover
that now they sound bad on certain other PC's. ARGH! Very
frustrating. The game music might sound perfect to one player, yet harsh
and obnoxious to another, because of these variations in MIDI playback.
We've purchased the tools needed to record MIDI (in a round-about way) as
MP3's. This means the music would sound the way it's intended. The downside
is, a 20k MIDI file becomes a 2MB MP3 file, in-browser MP3 requires a
plug-in. It's possible that most players are going to turn the music off
anyway, making it a lesser issue. We may just work the music in MIDI form
as best as possible, and hope for a fairly consistent sound across the
board. I'm undecided on which route to take -- or both, with the MP3
versions available only as part of the Starter Kit.
Game Bunny - A great, but lengthy interview.
Fourteen new screenshots were sent along with the RPG Vault interview,
but didn't make it in time for posting. When they do show up, I'll post the
link (and if they don't, I'll post them here instead).
Development/Progress:
Still coding away (writing those long-winded articles hasn't been the
only thing keeping me busy). Development was slowed over the past
couple of weeks due to the heavy demands of "back to school" season at my
day job (programmer for a leading school food service software developer).
The current focus in StarLock development is in fully implementing "Auras"
(works like a kind of magic - I'll explain more later). The basics are done.
Auras can be set, cast, and used. This leaves more work in defining the 175
different auras that can be obtained by players, deciding on how exactly
to spawn/distribute the Aural Gems (gem collecting was added a while back), and in
what ways the player will be able to obtain or learn new auras. Lots to
do, and this takes time away from quest building (but, it's necessary).
As you may have noticed, there is no scheduled "open beta," and here's why. We're serious about debugging, and have no desire to launch a ragged game as an excuse to gain more players. It has also been my experience and observation that "open beta" is often an excuse for people to treat a game as "finished," offering no assistance in testing, and worse, complaining about any and every glitch that does crop up. When beta sign-ups begin in October (please do not offer your assistance prior to the announcement - we are not yet ready to even consider you), we will pick appropriate numbers to help in the week-long preliminary tests, followed by two months of closed beta where we will admit more testers as various milestones are confirmed. Two months may or may not be sufficient. If not, the launch date (Jan 1st) will be pushed back to allow more beta time.
More News from IMGS:
Today, Incan Monkey God Studios
sent the questions for StarLock's small spot in their upcoming premier issue
of Massive Online Gaming (watch for their magazine to appear
on newsracks in the next few weeks). Below, I've shared my answers. :)
I'm personally excited about Massive Online Gamer... not just because of the new exposure for StarLock, but because this may be the first magazine of its kind. There are mags with a focus on handheld gaming, consoles in general, specific consoles, PC games, and some cover the world of online games in part. MOG is all about Massively Multiplayer online games, and so far they seem to have no bias for or against any particular platform. After all, they're covering a massively multiplayer browser-based game, and that's strong reinforcement for the viability of the web as a worthwhile gaming platform.
Three-Tier Specifics:
After months of uncertainty, the pricing and time limits have been decided.
If you've been wondering, read on! StarLock will have a tier perfect for everyone.
Tier 1 (free) will start each player with 10 hours, followed by 20
minutes (cumulative up to three hours) each day. A free player can play
every day (if you're quick -- the game is designed to provide a set
number of daily turns), play for an hour every third day (as an example,
since daily time accumulates if not used), or let the time accumulate to
be used later, when time permits. This means everybody gets to play. This
is especially good for quick players, for people who want to keep an account
but don't play every day, and for anybody who doesn't want to spend money
on a game they're not totally ready for. Twenty minutes doesn't sound like
much, but just think about other games you've played. 20 minutes a day, or
40 minutes every other day, or an hour every 3rd day, or over two hours
once a week is all most players will ever need.
When designing StarLock, one of my chief concerns has been how most games
expect to monopolize my free time. I, for one, can't spend 5 hours a day
playing just one game, nor would I want to. I have a job... a wife... other
games I play, and other hobbies (I try to read as much as I can, and movies
are big with me). It's really disappointing to know that the kid who's home
from school for the summer with nothing better to do than focus hours and
hours a day on one game is going to have a huge advantage over me. So,
StarLock isn't designed like that. If all the talk about "free minutes" and
"paid hours" seems a little odd, that's why. You play the turns you're
allowed each day (as quickly or as slowly as you are able), and anything
beyond that is more for socializing, not stat-building. This keeps everybody
on fairly equal footing, and affords a free player as much chance of success
as a subscriber, without requiring a heavy commitment like so many other
massively multiplayer games.
Something I noticed from the results, and from some of the other comments I received, is that people have assumed this is a Pay-to-Play Only game. It's actually a free game (yep, the largest, most involved browser-based RPG ever is going to be available to play for free), with options to pay or subscribe. Although this is explained in the FAQ a little better, I understand that some people just want to maintain a game account to play every once in a while. I know there are games I sometimes play a couple times a week for a few minutes, which certainly wouldn't justify the expense of a monthly subscription, and there are times when if I did have a subscription, I'd be worried about losing my character if I didn't continue to subscribe forever. With StarLock, that won't be a problem. It's a fairly unique approach to the membership problem, and one that may become more common if it proves viable. Because the free-level players won't be using nearly as many resources (being limited on time each day), we should be able to maintain the free membership level for as long as the game grows and stays profitable from those who do pay. Plus, with a design that is built to keep things fair whether you're a paying member or not, free players won't feel outclassed. But, we think that you're going to want more time in the game, to socialize, travel, and be a part of the game world (instead of just playing your turns). I'm confident that this is going to be a game everybody can enjoy. And without further ado, here are the results from the two recent polls:
I love Lunatix-Online's innovation, as it has more than most games. If Starlock's half as good...=) I know it's a big game, but hurry up and get it launched lol Really looking forward to playing this one! Love Lunatix! I love the new screenshots... Looking good looks great, cant wait to play! Sounds excellent!!!!!!!!, I am just waiting :-D I think StarLock will be awesome when When WHEN :-P Looks *extremely* promising! RELEASE IT!!! PLEASSSSSSSS!!!!!!! Can't wait to play :) Sounds great, hurry please! :) Hurry StarLock up! I`m waiting! StarLock rox! although its not out yet... More fun polls plesase This BBG looks interesting. I love these kind of games Hurry StarLock up! I`m still waiting! StarLock Press Coverage: Prowler Productions was recently contacted by reps from Incan Monkey God Studios, creators of strategy guides for popular Massively Multiplayer games like EverQuest, Asheron's Call, and Ultima Online (I believe they even started out as Origin's own documentation department, before branching out). IMGS is teaming up with Versus Books (the only publisher, I'm told, who currently produces high-quality color game strategy guides) for a new magazine called Massive Online Gamer. Their focus will be ongoing coverage of Massively Multiplayer games, providing tips, info on the ever-changing worlds, and more. I'm told that this won't be a "review you then forget you" magazine. They're going to cover these games on an ongoing basis, and have requested to include StarLock as part of this. Prowler Productions is excited by the idea - this is quite a milestone in the history of BBG's, as this seems to be the first professional magazine (even many websites ignore BBG's) to consider a large-scale BBG as a viable MMPOG. Look for Massive Online Gamer on newsracks in the next two or three months - and look for more info about it here, soon.
Story-Based Games:
The goal for StarLock has always been epic. It's meant to be a huge game.
It's meant to have hundreds of places to visit, different planets, quests,
and limitless adventures. But, it's also supposed to tell a story. The
idea is for a game that's entertaining in the same way a good book
might be (although I admit, as a writer, I'm very much an amateur). I
want to use a text/browser interface as an asset, not a crutch. A good
story can hold surprises and twists that even movies can't. A good book
can describe an entire world in just a few pages. A game requires more.
Progress and Initial Content:
I have decided that the game can be opened, even if there are more
features, adventures, and locations not yet added. I still don't know when
this might be, but it's bound to be sooner than it would be otherwise.
To this end, I'm already closing gaps. For instance, the Marizen Market
consists of 9 merchant booths, only 4 of which are actually functional.
At those locations, you can buy things. At the other 5, you'd see the
face of the merchant, and an option to cancel. It makes more sense for
those extra booths to simply be unoccupied, instead of presenting
partially-done features. The same is true in many places, and I'm now
attempting to nail down the economy as well (pricing the various items,
etc).
I've never had a favorite author, until recently -- Jack Vance is the
greatest. I was hooked after Tales of the Dying Earth (especially the
two Cugel books), and the Demon Princes was wonderful as well. I've
since read Planet of Adventure (another great series of 4 books in one
volume), and I've been collecting Vance's work like mad - I have almost
an entire shelf of almost everything he published, waiting to be read.
This is actually very helpful, as Vance was a master of the Space Opera.
I'm certain StarLock will benefit from this as inspiration and ideas
take hold; particularly, the epic scale of the thing.
I'm still frequently asked when StarLock will be done -- even in the
comments posted to the polls below. Believe me, I want to finish it
just as much as you
all are wanting to jump in and start playing. I'm considering developing
it while it's open, although I still have more to do before that
could even be possible. Essentially, new areas and adventures would open
up to tell more of the overall story (and side-stories) over time, but
the game launch wouldn't have to wait until the entire thing was done.
I've disliked this in some games I've seen, but I'm beginning to see the
reason. Besides, the game could grow the way a book or TV series does,
by introducing segments at a time to eventually make the whole.
If I do take this approach, there are several things I need to finish
before the game could be opened. The upside is that the game could be
opened sooner, and continue to grow. The downside is that it may not
seem as epic as it will become over time, merely because so many of
the various planets and places aren't yet developed. If I don't take
this route, it could be even longer before the game opens. It's something
I have to consider, as I try to get my motivation back.
The important thing about the quests is that they fit together like a big
puzzle. They're stories within the story, Sure, there may be some unrelated
side quests -- and different paths to get from the beginning of the game to
the end -- but it will all be part of the larger story.
Reading helps for inspiration. No, not for duplicating someone else's
work, but for true inspiration. A brief mention of a transit system in the
2nd of the Star Wars: Black Fleet Crisis books sparked my imagination to
create a planet where the player travels through some creepy underground
passenger car. Nothing is done on that yet (no graphics, no scripting,
nothing), but many interesting places like this will populate StarLock.
A few important (and major) features are still lacking in the engine. But,
one of the biggest hurdles right now is in figuring out exactly how much
experience will be earned from quests, to balance against experience from
various random events. Everything has to progress at a comfortable pace.
Levels can't be too top or bottom heavy. I have a working value system in
place for this, which may be modified and adjusted as the "guts" of the
game fill in. Under the present system, where Level 1 quests are worth
5 points, Level 2 are worth 10, Level 3 are worth 15, and so forth to
Level 25, I would need 120 "quests" distributed over those levels to
form a complete game. With two quests done at present, that's quite a
task. However, I'm likely to adjust that. Some quests lead to other
quests. Some quests are optional (side quests). Some experience can be
picked up from random events.
Stay tuned for more news. All signs point to beta testing in late spring! :)
I also created a way for items (especially items used for quests) to be
more useful and less obvious. Previously, if you were to arrive at a gate
(for example), the link to "unlock" it would appear under the room
description only if the key was in your inventory. Now, as an
alternative where needed, items can be "used" from within the inventory
screen. Some items already had this kind of "use" option (for instance,
using a potion to heal or using the "course calculator" item), but this
will allow for more adventure-style areas. With this change, instead of
arriving at a gate and seeing the option "unlock the gate" (since the
key is in inventory), the game doesn't have to show the option - the player
can figure out to "use" the key from inside the inventory screen. This is
going to lead to more creative adventures, and more thinking on the
player's part.
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