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Game News Colony Ship RPG Update #9: Locations Overview

Discussion in 'News & Content Feedback' started by Infinitron, Nov 16, 2016.

  1. Infinitron I post news Patron

    Infinitron
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    RPG Wokedex Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Kingmaker
    Tags: Colony Ship RPG; Iron Tower Studios; Vault Dweller

    With Dungeon Rats out of the way, it looks like Iron Tower have returned to their monthly schedule for Colony Ship RPG updates. This month's update is a brief overview of the game's locations:

    Now that DR is out, we return to our regularly scheduled program. So locations...

    - 16 locations. Thematically, we can split them into 5 groups: engine (more than one area), "wasteland" (completely destroyed decks, including areas with zero gravity), cargo holds, residential, bridge.

    - Most locations will be 'revisitable', i.e. you will have reasons (new objectives) to go back, which will boost reactivity when you get shot in the face.

    - Each location is designed to support 3 main paths through the game: brute force, diplomacy, infiltration. Most locations are populated by various small groups and factions, so killing everyone will limit your endgame options, which is fitting.

    - Many locations will have multiple levels and the "vertical element". We played with it in DR a bit. For those who didn't play the game, you're looking at the previously visited areas from a higher point you couldn't reach directly.

    In the CSG, for example, you would be able to take a safe way through a certain area via the walkways (a toll road) and see the area below (and go down if you see something shiny) or if you're too cheap to pay make your way through the debris below and brave the dangers undoubtedly awaiting the unprepared.

    - Most locations are interconnected in logical ways (i.e. not isolated areas), which will create many interesting opportunities for the explorers as well as occasional quest solutions for the gadgeteers.

    In the past updates I've briefly introduced the Pit (the Freemen's Camp), the Hydroponics, the Armory, and the Shuttle Bay. The final "cargo hold" location is the Factory - a large industrial complex that was designed to teach the new generation various engineering skills and provide simulated environments to practice them. Today it's an abandoned and thus somewhat dangerous area connecting the Pit with the City. It's been stripped clean from the 'big ticket' items but there's plenty of junk left for the scavengers willing to risk their lives for a few coins.

    [​IMG]
    The full update has two additional concept images of the Pit, which use a style similar to this one. Apparently, Iron Tower have chosen a new art direction for the game, as they're quite different from the Pit concept we saw back in April.
     
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  2. Goral Arcane Patron The Real Fanboy

    Goral
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    Looks gay. [​IMG]

    Show Spoiler
    :troll:
     
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  3. M0RBUS Augur

    M0RBUS
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    I'm gay for Colony Ship RPG.
     
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  4. karfhud Savant

    karfhud
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    Sweet concepts, those.

    Vault Dweller, from a purely pipeline perspective, do your artists work on the levels directly from these concepts, or are they provided with the isometric ones as well?
     
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  5. circ Arcane

    circ
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    colonship.
     
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  6. Klarion Arcane

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    is this gonna be built in the same engine as AOD?

    Dis gaem gonna be yuge anyway...

    A real sci-fi RPG finally.
     
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  7. Goral Arcane Patron The Real Fanboy

    Goral
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    Klarion
    They'll try Unreal engine 4 with this game but in case they can't handle it they will get back to Torque.
     
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  8. Kev Inkline Arcane Patron

    Kev Inkline
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    A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker
    My suggestion for a dandy name

    :y Ship

    :shittydog:
     
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  9. Lurker King Self-Ejected The Real Fanboy

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    Guys, they will use Unreal engine 4 for this game, but the game will not look like the concept art. Don't get your hopes up. They are choosing Unreal because it is a more functional engine, not because it has a graphic card in it, because it doesn't. They hired one more artist, but that is it. Expecting that the gameplay will be like the concept art is like expecting that the gameplay of AoD would look like its concept art.
     
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  10. Kev Inkline Arcane Patron

    Kev Inkline
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    A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker
    So are you saying, that before we know it, they will do conceptual renders for their Figstarter campaign?
     
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  11. Lurker King Self-Ejected The Real Fanboy

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    That is exactly what I'm saying! :D
     
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  12. Lurker King Self-Ejected The Real Fanboy

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    ITS is taking cRPGs to a whole new level. The writing and C&C will be like AoD, which already beat FO and other classics, and the combat system will knock JA2 out of the park.

     
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  13. Fenix Arcane Vatnik

    Fenix
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    Cologne Ship.
     
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  14. Klarion Arcane

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    Yes, and best of all, it's gonna be Sci-Fi... a genre which is very lacking in real(hard-core) CRPGs. I don't remember being so pumped up about CRPG.
     
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  15. covr Prophet Patron

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    Colony Ship Rats or gtfo
     
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  16. Vault Dweller Commissar, Red Star Studio Developer

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    We're aiming to do much better in the visual department. With AoD we had to compromise a lot and go with 'generic' most of the time. We didn't have proper concept art, proper references, manpower, etc. Almost everything you see in AoD that's not animated was done by Oscar who also handled quest scripting, which is a massive task in itself. So essentially we had half an artist, which isn't a lot.

    Now we have Mazin (he joined us too late to make a strong impact on the art direction, other than the portraits, the interface, and uniqiue icons, his main contribution was the tower and it shows), so he will oversee each area. Now we have a good concept artist who understands what we're trying to do. Now we have Joao (he's doing guns now and it's a top notch work, never seen better). If we're lucky, we might get a good texturer to free up Oscar's time but that's down the road.

    So basically, here is our process now. First I do a level in Excel, figure out what we need and what it should look like. Then I pass it to the concept artist along with the references. Once we have all the concept art and Joao is done with the weapons, he'll make the models we need to ensure that the in-game locations look as close to the concepts as possible. Then we put it together. It doesn't mean that it will look exactly like the concepts but you should definitely expect more than AoD level of visuals.
     
    Last edited: Nov 17, 2016
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  17. Lurker King Self-Ejected The Real Fanboy

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    I remember that he was involved in everything, but I didn't know it was to such an extent. Kudos to you, Elhoim! While I think it is important to improve the looks, I also think it would be unwise to make too much sacrifices in that departament. I have the impression that Aterdux spent a fortune improving the looks of LoE, but the sales didn't pay off. It seems that you need the whole package (looks + lack of challenge) in order to attract more players.
     
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  18. Vault Dweller Commissar, Red Star Studio Developer

    Vault Dweller
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    At the same time LoE sold pretty good for an unknown indie (same as AoD) - 62k copies according to SteamSpy. There are many indie strategy games that did a LOT worse and failed to hit even 10k copies sold. These days 60k copies isn't something that can be taken for granted.
     
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  19. Davaris Australian Game Developers Developer

    Davaris
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    So you don't use anything like Articy by the sounds of it. An article documenting your process with pictures would be a very interesting read. Or perhaps do what all the cool kids are doing and use Twitch. :D
     
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  20. Vault Dweller Commissar, Red Star Studio Developer

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    I don't even know what Twitch is (some social network faggotry, no doubt), so that's a no. After a certain age, you just draw the line and start ignoring all tech/cool new shit above that line.
     
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  21. Davaris Australian Game Developers Developer

    Davaris
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    Twitch is just live streaming, so you can have your own live TV show. I've been watching a show on Youtube called Handmande Hero where teaches old school programming and promotes and raises money for his game at the same time. He broadcasts it live on Twitch, then archives the old shows on Youtube, Far better than any course I took at Uni.
     
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  22. Elhoim Iron Tower Studio Developer

    Elhoim
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    Thanks!
     
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  23. Kev Inkline Arcane Patron

    Kev Inkline
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    A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker
    Anyone with a moniker Handmade Hero sounds an awfully lonely, but at least he meets his own needs, if you know what I mean. *nudge, nudge, wink, wink*
     
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  24. Davaris Australian Game Developers Developer

    Davaris
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    It's not his moniker, its the name of his game and the course. He is Casey Muratori formerly of RAD Game Tools. The handmade part is where he makes a game live, using no engines or libraries,like they did back in Ye Olden Days. https://hero.handmade.network/episodes The cool part is his game and course has spawned a community of programmers, who are making their own projects using the handmade ideal.

    I saw another indie dev named Cliffski of Positech say that blogging isn't working for him anymore when it comes to promotion, so he's using video more. That's why I suggested Twitch to VD. Get RPG devs to meet on it and start discussing whatever, then do a QA at the end with the audience. It would be more interesting than the garbage that is on TV.
     
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  25. Fenix Arcane Vatnik

    Fenix
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    Sounds cool but as humanitarian type I vaguely can imagine why "old programming" better or interesting then conditional "modern".
    Can you clarify?
     
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