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Development Info In Space, No One Can Hear You Roleplay

Jason

chasing a bee
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Tags: Space Exploration: Serpens Sector

The latest work-in-progress version of sci-fi RPG <b><a href="http://www.metalbeetle.com/spaceexploration/" target="blank">Space Exploration: Serpens Sector</a></b> is now ready for downloading.
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<blockquote>In SE:SS, you are tasked with charting the long-abandoned Serpens Sector, a region of space reached through a wormhole near Earth. Each star system you visit brings you an encounter with something - ancient ruins, other humans and many dangers. The map and encounters are chosen at random for each game, which means that each game plays out differently.
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We release new previews every once in a while and are very interested in any feedback - so once you've tried it out, head over to the forum and tell us what you think.
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The intention is to release the base game for free, and create expansion backs for sale. SE:SS is intended to be a game of discovery, and will contain many hidden truths to be discovered by the dedicated player.</blockquote>
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If the combat is causing you any pain, the developer has some tips <a href="http://spaceexploration.lefora.com/2009/01/16/combat-tips/page1/" target="blank">here</a>.
 
Joined
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For better or worse, it's just a less balanced, less polished, but slightly more narratively complex knock-off of Strange Adventures in Infinite Space / Weird Worlds. It's free, though, so that's a plus.
 

udm

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It's more fun than Strange Adventures though. Strange Adventures was too linear for my liking. Now this, THIS is what an RPG should be like

Helton said:
Intuition says this game will rock.

Plus the screensavers remind me of Stars!

It does rock. At least, it does on my first playthrough

Case in point:

1) I encountered a pirate ship. Moron attacked me first
2) I picked up a missile launcher earlier on, so I manage to kick his ass and disable his ship
3) I am then given 3 choices: leave the ship alone, loot the ship and I forgot the last option
4) I loot the ship, then I'm given 2 options: blow it up or not
5) I blow it up. No consequences, but I just feel pretty evil

Win. This shit is awesome
 

SuicideBunny

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Serpent in the Staglands Dead State Torment: Tides of Numenera
WanderingThrough2 said:
For better or worse, it's just a less balanced, less polished, but slightly more narratively complex knock-off of Strange Adventures in Infinite Space / Weird Worlds. It's free, though, so that's a plus.
slightly?
 

Lord Rocket

Erudite
Joined
Feb 6, 2008
Messages
1,089
It's pretty good, but could certainly use a bit more content. I'll be keeping an eye on this one.
 
Joined
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SAIS/WW had several two-step narrative arcs, but mostly one-step events. This has mostly two-step arcs, a few three-step arcs, but nothing comparable to the two major quests that popped up from time to time in WW. WW gave a bit more closure, too, I seem to recall.

Overall, I'm not inclined to give high marks to a game that is such a complete clone of another indie product, which is part of what's fueling my skepticism.
 

SuicideBunny

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Serpent in the Staglands Dead State Torment: Tides of Numenera
WanderingThrough2 said:
SAIS/WW had several two-step narrative arcs, but mostly one-step events. This has mostly two-step arcs, a few three-step arcs, but nothing comparable to the two major quests that popped up from time to time in WW. WW gave a bit more closure, too, I seem to recall.
the number of steps is unimportant, what counts is the number of paths and branching outcomes, or simply put "interactivity", and in that regard this game outshines sais/ww more than just "slightly".
Overall, I'm not inclined to give high marks to a game that is such a complete clone of another indie product, which is part of what's fueling my skepticism.
which itself was just a condensed, randomized, and extremely dumbed-down star control 2 ripoff.
 
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SuicideBunny said:
the number of steps is unimportant, what counts is the number of paths and branching outcomes, or simply put "interactivity", and in that regard this game outshines sais/ww more than just "slightly".
Maybe I just haven't seen enough of it, but it seems like there aren't "branching outcomes," just failure paths and success paths, which are either extremely easy to predict or entirely random. And a fair number of the choices (like what to initially say to the ship that's bugging the mining colony or what to buy at the restaurant) aren't real choices at all.

But, from a structural standpoint, I think the approach they're taking certainly has the potential to be significantly more complex and interesting than WW/SAIS. (WW/SAIS was simple by design, of course, but I find it too simple.)

which itself was just a condensed, randomized, and extremely dumbed-down star control 2 ripoff.
It's a Star Control II ripoff in that it's a whimsical game involving space exploration? Beyond that, there's virtually no relationship between the two games. Totally different interfaces, totally different goals, totally different lengths, totally different play experiences. It's more of a single-player boardgame than anything else.
 

SuicideBunny

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Serpent in the Staglands Dead State Torment: Tides of Numenera
WanderingThrough2 said:
And a fair number of the choices (like what to initially say to the ship that's bugging the mining colony or what to buy at the restaurant)
i believe the answers actually affect points you get in the alien relations department, but that's kinda hard to test with it being so random. as far as the restaurant goes, one of my specialists commented on one of the items saying i shouldn't be picking it, so it might be more than just cosmetic (dunno as i took something else)

But, from a structural standpoint, I think the approach they're taking certainly has the potential to be significantly more complex and interesting than WW/SAIS. (WW/SAIS was simple by design, of course, but I find it too simple.)
pretty much agree with you there.

It's a Star Control II ripoff in that it's a whimsical game involving space exploration? Beyond that, there's virtually no relationship between the two games.
space exploration, no economy to speak of, heavy focus on wacky humor, limited resources, time limit, realtime combat...
dunno, in my eyes sais was always sc2 light - coffee break edition, and as such it was rather disappointing. this game stands somewhere between those two, closer to sais than sc2, but even with the little content there i find it much more entertaining than the infinite space games, because it actually has some depth.
 
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Mar 17, 2008
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You're right. Eating the clam chowder makes you sick.

As for WW/SC2, I really don't think it's fair to call it a rip off. Among the major differences:

(1) Small, randomized galaxy organized around unique events, rather than large, preset galaxy organized around repeated game dynamics (mining, fighting, etc.).

(2) Coffe-break game emphasizing replayability and scoring, rather than an epic game with little replayability and no scoring.

(3) The real-time battles are not fun 1 vs. 1 arcade duels modeled off of Space War, but boring tactical battles between entire fleets.

(4) The economy is not based on strip-mining but on item collection and trading.

(5) The bulk of the player's time in SC2 is spent (a) mining and (b) fighting. Fighting is not particularly common in WW and occupies a very small part of the gameplay, and there is no mining at all.

(6) No dialogue in SAIS/WW, while dialogue was a huge and critical aspect of SC2.

The points of similarity you note strike me as quite misleading.

(1) Space exploration in SC2 involves a huge, sprawling map that is far too large for the player to explore quickly; the exploratory experience is building a ship that is able to get places. In WW/SAIS, you can get everywhere immediately, the only question is what will happen when you go somewhere.

(2) Both games in fact do have economies. Mining may be the single largest part of the player's interaction in SC2, while item-collecting and trading is a huge part of SAIS/WW. The economies are different, that's all.

(3) The mood in SC2 is actually fairly dark by comparison to SC2/WW.

(4) I don't understand the limited resources comparison.

(5) The time-limit in SAIS/WW is very tight, while it's not tight at all in SC2. Running out of time loses you the game in SC2, but not in SAIS/WW. The time limit in SC2 is driven by the narrative, while it's totally artificial in SAIS/WW.

(6) As noted above, saying that they both involve real-time combat is like saying Street Fighter 2 and Starcraft are similar because both involve real-time combat. The two games are entirely different in this regard.

I would certainly agree that the mood/style of WW/SAIS draws from SC2. But it's really a very different game. Space Exploration, by contrast, is plainly modeled directly off of SAIS/WW. The artificial time limit, scoring rules, and interface are all basically indentical.
 

elander_

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Dialog and detective work was the most interesting aspect of Starflight 1/2 and Star Control 2. There is a ton of dialog in the Starflights and more in Star Control 2. You have to be careful in the way you address aliens and some dialog puzzles involve collection information about alien culture, chose the right posture and answer their questions right to get on their good side. These are the few games i know where aliens can participate actively in a conversation and take the initiative. Dialog also gives exploration clues you have to assemble and cross-reference to know where to go and what to do and this isn't trivial.
 

udm

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It's a consolation then, that the game's still being developed, and David Stark reminds me of David Mofatt - both Davids seem to take feedback very seriously

Because the game's going to be funded by future expansion packs, I think we can see a lot more content being implemented via feedback. I mean the game doesn't seem to take itself seriously, so one can probably expect lots of user-submitted situations

I think the guy's on the right path, just that the game's still early in development
 

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