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Home Page Latest News Screenshots Message Forum Poll Questions -- F A Q --
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Features/Progress:
The 9th primary quest is in the works. The design calls for 80 primary
quests total (for the entire story) and an assortment of side/optional
quests. Several more improvements since beta-1 (non-quest) are done. Some
of these include a "preferences" setup screen, a "time zone" option so that
in-game times will be displayed correctly for each player (no more need to
try adding/subtracting hours in your head, to find out when events are
supposed to happen), the ability to combine and arrange inventory items,
additional options to revive your character, learning auras, and using
multiple life elixirs at once. There are dozens of other changes and
improvements - it has come a long ways in the past year!
Approaching Beta-2:
I haven't set an exact date, but I would like to start and finish more
beta testing before the end of the year. In fact, I would like to launch
the game live by March 2004, which will mark 5 years in development.
I am considering the possibility that the game will go live without
100% of the planned content. The idea would be, players can enjoy what's
available, and progress through the story as more is completed. The game
features would be completed, and there would be opportunities for
socializing with other players, earning more money from tugging jobs,
practicing skills, and so on. Players who find enough to do while more
quests are being added could continue to play. Those who don't can take
a break from the game - Tier-2 players, especially, would not lose any
time by coming back for more content later. StarLock is unique because it
plays out as a story, with quests filling it all in. Most games have no
such design - you fight monsters, you level your skills, and that's all
there is to it. StarLock already does that, so in a way, it's as complete
as most RPG's are, already!
There is a great reason to release the game this way, and a great reason
not to. Since the game is a story, adding new content to unfold the story
over time would help keep things fresh and original. One player couldn't
beat the game, then spoil it all for everybody else. But, adding quests
while the game runs live would mean either untested quests going live, or
I would have to set up a way for beta testers to try the new content
before it becomes accessible to everyone else. I'm leaning toward doing
it this way, though - otherwise how long will it be before the entire
thing is completed? Most games add content. Online games are never finshed
when they're "finished." My concern has just been that since the game
is the story, if all quests aren't finished, then the game will be
unplayable. I'm not sure that's true, though. I think it will be
playable. And fun!
“Classes” were a part of the game in Beta 1, but, since there was no way
to select anything other than the “NONE” class, it didn't really matter.
In trying to finish some of the loose ends, class selection is in the
works. This isn't something players choose during character creation (all
characters start out the same - this is an adventure game at heart), it's
something that players choose from time to time during the game. The
“Tugger” class can now be selected by joining the Tugger's Guild. Other
classes will be selected in other ways at other locations in the game.
Classes are used differently than in many games. In StarLock, this will
control your daily allocation of turns, not your stats and other
abilities. This is a unique use for an in-game class system.
Seven quests are now finished. The complete game will require eighty of
these “storyline” quests, and a variety of smaller side quests and tasks.
With another weekend here, I am hoping to get more done on the game. The
possibility of having player versus player fights has been shelved for
now, for several reasons. Other kinds of player interaction and competition
may be a better idea for a game that isn't focused on interpersonal
conflict.
If you want to keep up to date with what's going on, remember that I usually post to the forum far more often than I update the news page. The forum is HERE. A few of the Beta 1 players post there as well, and it's the surest way to get the latest news on this ongoing project. It was pointed out that the last estimation called for a Spring '03 release, and I've missed that. I do feel that development is moving toward a second round of beta testing. I have moved an estimated public release to this Fall, with beta testing this summer. It's possible that the game will be finished and ready for play before the story and all quests are finished.
![]() 4 Screenshots of StarLock "Mini-Games" From Pre-Beta2, April 16th, 2003. Click to Enlarge!
No News is Good News! There are times when development slows or halts, for one reason or another. Just read back through old news to see what I mean. But, there are also times when keeping the news updated becomes less important because development is going well. This is one of those times. If you want to keep tabs on progress, even when the news is out of date, be sure to visit the forum. I often brainstorm there, and it's your opportunity not only to find out what's going on, but to offer your opinion and feedback as well.
What's So Special About This Game?
There has never been a browser-based game like StarLock. Instead of
picking "strategy-style" options from some main operations menu like in
many browser games, you actually go from place to place like a MUD -
the options change depending on where you are. Instead of using a few
illustrations to decorate the game, StarLock features more than 700 MB
of 3D-rendered scenes (and growing) - everywhere you go is illustrated.
Instead of offering repetitive quests that lend little or nothing to the
main storyline, this game is an epic with tons of text in a storyline
that unfolds through the course of your gameplay. Instead of a silent,
bland experience, StarLock features dozens of original MIDI themes
composed for various areas of the game, enabled or disabled at will.
Instead of an external, rarely-used chatroom, you'll meet and interact
with players as you move through the huge game galaxy, like a MUD.
Instead of settling for stat-building and hack-and-slash as the sole
point of the game, your advancement will come as much through your
adventures - quest experience is your primary goal. Instead of the
browser-based games you may have tried before, StarLock presents an
entirely original experience you won't want to miss.
(View The Screenshots)
Is It Free?
This is the #2 question that we're asked (#1 being "when can I play it?")
Although this is explained in the FAQ,
it's probably a good idea to mention it again on the main page. Prowler
Productions is a part-time game development company, but we're
professionals in other areas of the computer industry (I'm the lead
programmer for a software company here in Wichita, for instance). We
don't do this as a hobby, nor do we operate as a non-profit charity. For
StarLock, we have opted to allow a more robust membership plan, as a way
of appealing not only to our goals, but to yours. In short, it's free.
You can play for free, and never have to pay anything. Here's the catch.
You'll get 10 hours of play time when you start, and you'll gain 20
minutes a day whenever you drop below 3 hours. Is 20 minutes enough to
play each day? It depends on how you spend your turns. The free time is
intended for players who can't afford to subscribe, or who simply don't
want to subscribe, or who feel that they don't play enough to justify
spending any money for an online game. We agree that the players who don't
use many resources shouldn't have to pay, but the people who do, should.
Because players have daily turn limits, tier-1 (free) players won't be
outclassed by the paying (tier-2 and tier-3) members. Since free time
accumulates up to 3 hours, part-time players can spend hours in the
game when logging on periodically, advance and maintain a character, yet
never pay a penny for it. We're often asked why we don't just make the
game totally free, unlimited time for everybody, and the answer is simple.
It's a stupid, stupid company that goes into business for the sole purpose
of going bankrupt. In-game ads don't work (and they really cheapen the
quality of a game). But check out our membership plan in the
FAQ - we think you'll like it!
Want To Know More?
Are you interested in finding out more about the game? We have four years
of news archives (grouped by year -
a link at the bottom will take you back each year). You can also discuss
the game, ask questions, and get the opinions of players from beta phase
1 in the
forum.
If this is your first time to the StarLock website, be sure to bookmark it.
Check back periodically for more news and more announcements.
Quest Development:
Perren's Quest and the Googlie Brothers Quest (which was begun for Beta 1
but never finished) are almost done. Development has been going very well
lately (even without frequent news updates). I'm hoping to be able to
announce a (possibly tentative) Beta Phase 2 date in the next few weeks.
Yes, A Quest:
One of the roadblocks in starting a second round of beta testing has been
the lack of quests. The lack of quests leads directly to the lack of
most of the story (since the story unfolds through these quests). The
quest on Chuckle's Planetoid is starting to come together, which includes
Perren and the "mountains" that were added after Phase 1 ended. A good
suggestion from Beta 1 was that an early quest should happen there on
Chuckle's Planetoid, without the need to travel elsewhere.
Vitality and Vigor Alerts:
Somewhere near the beginning, an NPC will explain how Vitality and Vigor
works. Of course there will be instructions that explain the same things,
but what I've always enjoyed in a game is intuitive gameplay, where the
game itself teaches you what you need to know, when you need to know it.
In StarLock, Vitality is expended for certain tasks. It's like a "turn"
you use, and is limited each day. For instance, beaming up and down uses
3 vitality, attempting skill tasks like running and swimming and climbing
and jumping uses 2 vitality. Walking around certain areas uses 1 vitality.
Players will need to understand this early on, to avoid the shock of
realizing that their "turns" are over for the day.
And in Other News:
Massive Online Gaming magazine
has announced that their publisher, Versus Books, is going out of business.
As a result, they're going to publish the mag themselves, at 40% of the
original cover price. It will be available monthly, by subscription only.
Issue #1 was incredibly impressive, and I'll be posting more information
and an updated link when I know more.
Straight Off the To-Do List:
A few things from my large to-do list have also been done. These include
the ability to see what warrants brought about an arrest when you're
turned in for a bounty and caught (in case you hadn't logged on to check
them before getting arrested), multiple inventory pages to allow more
than 8 slots (32 will be the max, and more slots above the initial 8 will
be available as players progress), Level 1 Pagers and Scanners are now
available for sale by the Marizen Merchant "Karvasson", and of course,
the player apartments are very far along. I also added a script command
to "send mail" to a player, using the already built-in mail system. This
will be used for a variety of things, but initially, it will be used so
that when certain things happen but aren't necessarily obvious, mail can
be sent to the player. As an example, if you are arrested and have a loaner
or rental rig, it's automatically returned to the owner. Or, if you have
an overdue Emmansa lease, the keycard gets returned and you get 5 Negative
Reputation points. These things aren't really "mentioned" at the time of
the arrest, so mail to the player will help avoid confusion later.
Contemplating Beta 2:
I think it's still too early for the second round of closed testing to begin,
but if the current rate of progress continues (and provided I'm able to get
more quests added), I can see Phase 2 starting perhaps in late February or
in March. It will depend on how far along I get, of course.
The Release Date:
Today was the previous tentative release date for StarLock. If you've been
following the news and the forum, you already knew that it wasn't going to
happen after all. I've been getting quite a bit of email asking for a new
release date. Right now, I'm tentatively aiming for March this year. That's
a pretty ambitious target, though. Please continue to be patient while
development continues, and again, sorry for the delays on getting StarLock
launched to the public. As for the start of Beta Phase 2, that's unknown
as well. To meet a March release, Phase 2 would have to start in February.
But, this is very very tentative. It's possible that things are going to
stretch out well into the spring... but stay tuned. :)
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