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Planet's Edge: Fractured Frontier - Planet's Edge remake by Neal Hallford

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Codex Year of the Donut Serpent in the Staglands 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: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
(Neal, please don't private your Substack blog)



https://www.nealhallford.com/p/returning-to-the-edge

Returning to The Edge​

Coming Full Circle With My First Born IP​


If you’ve been following my socials on Facebook, Insta, and Twitter recently, you’ve likely seen my Galaxy’s Edge-themed posts featuring the interiors and exteriors of a starship called Ulysses. These 3D models - which I’ve been fiddling with in Blender for the last month and a half - are based on the player’s ship from the CRPG Planet’s Edge, the first computer game on which I served as one of the lead designers. For its day it was reasonably successful, selling something on the order of 250,000 copies - which might not sound like a lot by today’s standards, but it was perfectly respectable in 1992. It also garnered awards and favorable reviews in the gaming press and in gaming forums on Genie, Compuserve, and other BBSes of the day. Like Betrayal at Krondor after it, it was a hugely ambitious game. It fused a tactical space combat game with a ground-based RPG and featured the ability to build and customize starships using resources that the player traded for or mined on alien planets (sound like a certain space RPG that recently shipped?)

Aside from being my first game, it’s significant for me personally because 98% of its narrative content originated with and was executed by me, with the remaining two percent thanks to ideas pitched by Might & Magic III: Isles of Terra writer Ron Bolinger (uncredited), Greg Hemsath (who created most of the game manual content under Pentegath Productions), and New World Computing’s President Jon Van Caneghem (who proposed the starting premise that the Earth vanishes into a singularity). More than on any other game I’ve worked on, I feel an intense sense of ownership over the narrative universe of Planet’s Edge.

Lately I’ve been feeling the pull to try and do something with it, whether that’s a remake, a sequel, or an adaptation into another form of media, but it’s complicated. It’s not just a matter of time and expense and staff (which would definitely be a factor if we’re talking about a game or a movie). There’s a rights issue which I’d have to negotiate with the current license holder, Ziggurat Interactive (it’s passed through several hands over the years following New World Computing’s sale to 3DO, and then the latter’s collapse). Most importantly, I have no idea if there’s a large enough audience of people who care enough to see something new in the Edgeverse. So that’s where I am right now, and a brief explanation of what all my recent social posts are about.

Before this can change from a casual art project into something more serious, I’d like to hear from you. Is it something you’d like to see happen, and if so, in what form? Drop me a line in the comments, and share a link to this post with your gamer friends (please do not just copy paste the text of this somewhere else, I need traffic, so LINK to this article).

Regarding the Galaxy’s Edge vs. Planet’s Edge nomenclature … I’ll explain that soon in my upcoming New World Chronicles blog series.

While I wait to hear from you, here’s some starship porn of the Ulysses as it’s been developed over the past few weeks:

















 

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Codex Year of the Donut Serpent in the Staglands 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: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
:necro:

https://www.nealhallford.com/p/returning-to-the-edge-part-ii

Returning to the Edge: Part II​

Old Friends / New Faces​


Part of the fun of returning to the universe of Planet’s Edge is revisiting my old friends William, Katya, Osai, and Nelson. As the crew of the original Ulysses, they trekked through the wilds of our galaxy on a desperate mission to save Earth, but did so as relatively contemporary stand-ins for the player. Set in the 2040s — only fifty years ahead of the time in which I was writing the original — I wanted the crew to be relatable to the player. They would be the children and grandchildren of the world that was evolving when we were developing the game. Then, as now, there were momentous things going on in the world. The First Gulf War. The fall of the Soviet Union. The End of Apartheid. The original Star Trek had framed its story in the idea that despite the chaos of the sixties, mankind would overcome their differences, join together, and voyage out into the stars. What I wanted to do with Edge was back up a bit and find the moment when we took our very first steps, but had to work together in a universe that at best wasn’t interested in us, or at worst, was out to annihilate us. The only way we would survive was working together.

Now I will be the first to admit that the player back then would not have picked up on most of that. The dialogue in the game was largely there to tell the player where to go and what to do, which was a function of the way games were made at New World Computing at the time. What you were given would not have held up as strongly as the story or characters presented in Betrayal at Krondor, or even Dungeon Siege for that matter. I needed a couple more years of experience and a longer narrative leash to get there. Nonetheless, each of the leads in Edge had moments in the original where they were uniquely qualified to tackle particular problems or puzzles that the player encountered along the way. I intend to double down on that idea in this rebootquel, and get more into their backstories and motivations.

The “familiarity” of the characters didn’t just stop with their ties to the geopolitical events of the late ‘80s and early ‘90s. The physical look of all four player characters were modeled on people at New World or the wives and girlfriends of our team mates. Part of the fun of the original (at least for me), was driving around all those friends of mine and putting them in one sticky predicament after another.

For the new iteration, the player will start off with the same crew of four, but they’ll be fully realized in 3D. This means that the original art assets aren’t usable, and wouldn’t be suitable for the graphical update I’m giving to the project anyway. I toyed with the idea of trying to recontact all of our original PE faces (I’m still in touch with three of them), but in the end I realized that in order to model these characters myself I need to work with a tool that requires seven photographs of each subject taken from very specific angles and under specific lighting conditions. The chances are not at all good that my original four have thirty-year-old photos that meet the necessary criteria. As handsome and beautiful as they all are after all these years, I’m recasting the “big four” with new friends who can pass as the vaguely thirty to forty somethings who serve as the crew of the Ulysses.

To bring these new characters to life in 3D, I’m having to learn a new skill set. I’ve done quite a bit of modeling for props and architecture in the past, but creating people and creatures are a whole new arena for me. Making living or organic creatures is much more complicated than dealing with static objects. There’s a reason that in the art department of any game there are specific artists whose sole job is dealing with characters and critters because its an insanely technical job. Beyond modeling the characters and texturing them, there’s a huge amount of work that needs to be done to animate them (called “rigging”), and then the actual work of creating the motion captures, and so on and so on. Thankfully, there are now tools to make this process a lot easier for knuckle-dragging morons like myself who haven’t devoted years to just to this particular skill.

Metahuman Creator, developed for the Unreal gaming engine, provides a whole collection of “starter heads” that a designer can tweak towards the look they are looking for. It also allows you to pick a body (from a very limited selection) that is “pre-rigged” (e.g., set up for animation) and it can be dropped directly into Unreal. In general, Metahuman’s fairly easy to use if you don’t expect to make dramatic changes to the starter heads. After some twiddling around with it, the only character that I was able to get a reasonable approximation of was Nelson, the ship’s engineer (originally portrayed by Louis Johnson, the lead artist on Might & Magic III: Isles of Terra, who also contributed art to Planet’s Edge).



NEW FACE, SAME ATTITUDE - Capturing Nelson’s calm and cool personality is vital to conveying the personality of the Captain of the Ulysses, and the mission’s Chief Engineer. (UPPER RIGHT, Nelson as he appeared in the original game. LOWER LEFT, Nelson as created in Metahuman).
In order to fill out the rest of the crew, I knew that I’d need to use the 3D modelling program Blender and a special plugin from KeenTools called FaceBuilder that would allow more control over the modeling process. I decided to start with designing the character of William, who essentially was the team leader on planetside missions (essentially our game’s Riker). Of the four, his was the character that was most like me. If you look at the game and the game manual, his backstory is a thinly tweaked version of my own, albeit with a few important differences, notably his experiences as a pilot and athlete. He’ll lean even deeper into my heritage for the new game.

After combing through photos on my social media profiles, I decided that my friend Court Jones would be the best person upon which to model William’s new face. Although he’s chronologically older than the character, if you ignore the salt in his hair, he’s still a pretty youthful-looking guy. He’s always had this very heroic profile which fits my image of the character. Being that Court is also a highly awarded artist and caricaturist living here in San Diego, I knew he’d understand exactly how I needed the reference photos to be taken and lit. As mentioned before, he shot photos of his head from the seven necessary angles.



COURT ORDERED - The seven reference photos provided by Court for my modeling effort.
Pulling the seven photos into Blender + FaceBuilder, I was then able to model something that at least generally, vaguely resembled Court.



JOHN GLENN VIBES - Maybe it’s because the modeling process flattens out everyone’s hair and makes them look like they’ve had a buzz cut, but I definitely was getting Right Stuff vibes from this model. I’d follow this guy into space on a desperate mission to save the Earth.
For the next step, I then needed to pull the 3D model of Court into Metahuman where I could attach his head to a body, make some tweaks, give him hair, teeth, and eyeballs, pick new skin — which in this case definitely de-ages him so that he looks about the right age — and attach him to an animation rig. The problem with this process is that along with adding all this cool stuff, it conforms the model to its standardized head so the resemblance is further diminished by another degree.



SON OF COURT - The alterations to his appearance in Metahuman still show some resemblance to Court, but by this stage he looks more like a relative than the man himself, but it’s definitely within the ballpark of what I was looking for.
For the last stage of getting ‘William’ ready for his closeup in Unreal, I needed to create a new version of his uniform from UNFA (United Nations First Approach - the organization that sends his team on their rescue mission.) Canonically, the original uniforms were a mix between Space 1999 and Star Trek: The Motion Picture, with the color schemes essentially replicating those of Star Trek: The Next Generation. I decided to switch up the departmental colors a bit, and add a little more styling to them for some retro Rocky Jones / Forbidden Planet space opera vibes.



CLOTHING MAKES THE CREWMAN - Modeled from scratch in Blender. A lot of the details in the crew uniforms are overemphasized (the braid, the chest ribbing) to help them show up a little better given that the game is played from a third person perspective, so you won’t usually see these uniforms up close most of the time.
After a LOT of work to get the Metahuman head and body to play nice with the uniform and the animation system, I’ve managed to plug William and Nelson into the Unreal game engine and they now work as player controllable characters.



THE AWAY TEAM - William and Nelson make their first appearances in game at the OMEGA Forward Observational Station on Proxima Centauri b (Episode “First Contact”), all dressed up in their UNFA uniforms. Still some necessary tweaks to make to their outfits, but basically there. (If you note the checkerboard pattern on the floor, this is a direct visual callback to Kenneth Mayfield’s styling for the same map in the original game. Ignore the walls as I’ve just got placeholders up for the moment).
For Osai and Katya, I’ll be going through a similar modeling process, and making modifications to the uniforms to accommodate their differences in height, weight, and general physique. From there, it will be a process of integrating all the player-controlled characters and hooking them up to the UI. Following that, the roadmap will be to start developing the party formation AI, and then on to the fundamental skill system.
 

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https://www.nealhallford.com/p/returning-to-the-edge-part-iii

Returning to the Edge: Part III​

Why Planet's Edge Rather Than Betrayal at Krondor?​


A few years back, some of you saw the experiments I was doing with Blender and Amazon’s Lumberyard game engine and had hopes I was going to rebuild and re-release a new, improved Betrayal at Krondor. As I explained at the time, and reiterate here, I was mainly using Krondor as a kind of content guide to teach myself how to use the Lumberyard game engine (motivated in part because I was good friends with the person leading the engine’s development at that time). I did not have, and never had, the intention of building out the whole game for a couple of very important reasons.

Firstly, and foremostly, Betrayal at Krondor involves a big, expensive, and very complicated license with several other people / entities who would want great flipping wadges of cash. Even if I had the money to appease them all, I have zero doubts that some of those people would want some degree of creative control and changes to the content to align with what’s happened with the Krondor license since Betrayal’s release. If a remake was made, I would want to stick to BAK’s canon as established in the game and not as it was retconned for Return to Krondor or any of Feist’s book adaptations and subsequent sequels. I don’t believe that any of those other parties involved would allow me to do that.

Secondly, my philosophy with remakes / reboots in general is that they really should be a big improvement on whatever came before. I would personally hunt down and do bad things to someone who attempted to remake or reboot Forbidden Planet, for example. It is absolutely perfect as it is. You shouldn’t remake something just for the sake of remaking it. Betrayal could absolutely use a graphical upgrade, and there are a definitely a few things about the story and a few of the systems that could use massaging to make them better. But with all of that said, Betrayal is still a solid game. There are quite a number of people I know that regularly replay it. It’s not perfect by any means, but other than expanding on a few of the core concepts and making it prettier, I just don’t think it’s necessary. It’s an artifact of its time, and I personally think that it would be impossible to recapture the lightning we caught in the bottle the first time around. Still, for the legions of people who still want a new, Betrayal at Krondor flavored game, your best bet honestly lies in supporting indie developers making new games with new IPs like Call of Saregnar which I back through Patreon.

Planet’s Edge, by contrast, was a good game for its time, and it sold reasonably well, but the original version was full of design mistakes and half formed ideas. In retrospect it feels rushed, incomplete, and clunky. Nonetheless, it remains near and dear to my heart because it’s my first-born. Without having worked on it first, I wouldn’t have been able to do Betrayal or Dungeon Siege or any of the other games I’ve done since. But with PE, there’s a lot of room for improvement. Over the years, it’s the game I’ve felt most compelled to “fix,” partially because I wasn’t there to finish it. I left New World Computing to join Dynamix while PE was still in alpha testing. For that reason, it has always remained a matter of unfinished business for me, and the game that I know I can definitely make better today.

The next time around, I’ll be explaining more about what I plan for my Planet’s Edge remake.
 

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There is an 8 minute devstream here: https://www.nealhallford.com/p/returning-to-the-edge-80f

Returning to the Edge: Build Progress Update 1​

First Look At the "First Contact" Level

In this first update on the build progress for my reimaging of Planet’s Edge, I’m showing some of the layout work I’ve done on “First Contact” — the first planetside scenario that players encounter in the game. I also show off the rudimentary beginnings of the dialogue and character selection systems.

This one will be free for all users, but for future progress videos, I’ll probably be restricting them to the folks paying to follow the blog.

Hope you enjoy this sneak peek.

(CORRECTION: I mentioned that I’d modeled everything in the demo myself, but the android you encounter is the default “Manny” from Unreal.
 

Morpheus Kitami

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Here's hoping that this time he makes what he set out to do. Planet's Edge was a nice concept, but it didn't really have enough to it to justify much playing time from me. A RPG without the stat growth part wasn't the best idea around.
 

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Codex Year of the Donut Serpent in the Staglands 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: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
https://www.nealhallford.com/p/returning-to-the-edge-part-iv

Returning to the Edge: Part IV​

The Vision​



If this project had kicked off in a sensible way, I’d have begun by sharing an outline with you. Just a couple of pages of the general idea jotted down, then follow up with a high-level breakdown of all the core elements, and then at last I’d hammer out an exhaustive old fashioned design document with absolutely everything worked out in excruciating detail before I did anything else. That’s the right way to make a game…or at least the way I was taught way back in the golden age. What I’ve done instead is do everything out of order. I started with 3D models, began laying out a level and only now am I figuring out what the story is and what kinds of final features I intend to implement. This is completely and utterly not how you should do this — but it’s okay. Since I’m a one-man production team, I don’t have to communicate functionality to anyone else, and I’ve already got the original game as a conceptual proof of concept. But for you folks following my blog who can’t read my mind (you wouldn’t want to anyway), and since a few of you have begun paying for this content since I announced I’m working on this project, I should at the very least try to explain where I’m going with all of this.

The Basics

As with the original game, Planet’s Edge: Fractured Frontier (ooh, title reveal!) will be a hybrid between a top-down, party-based adventure RPG and a relatively simplistic space combat game. The player will explore different planets, establish alliances or rivalries with alien races, mine or trade for important resources, upgrade their characters and their ship, and do battle against the various forces who imperil humanity following a disastrous interdimensional event. My intent is that the new game will simply expand on what we did before with updated graphics, improved mechanics, a greatly improved UI, and generally more of everything.

From a big-picture perspective, the new game should conceptually feel like the original. You will have the same four main characters, the overall plot is mostly the same, and the core gameplay loop is practically identical, though I’ll be tweaking it to improve player choice and add depth to the narrative. As much as possible, I’m going to pepper in callbacks for the small audience of people who remember the original (you can grab copies of it off GOG.com).

A Few Thoughts On Scale & Scope

Whenever I attended the Adventure Game Fan Fair back in April, I was reminded powerfully of how much I missed the game industry of the late 80s and early 90s. Things were much, much simpler back in the day. At New World Computing, when we created the original Planet’s Edge, there were only three of us — Eric Hyman, me, and Kenneth Mayfield — who were involved in the day-to-day production of the game. Along the way we occasionally dragged in other people to assist us (primarily for art production), but all of the big decisions and tasks were handled between we three. It was honestly much easier to make a game with a tiny circle of people than a massive team.

My goal now is to get back to that development experience; a handmade, intimate game made with as few people involved as possible, made to please gamers like me first before worrying about whatever faddish thing the gaming market is chasing after at the moment. I expect I’ll be doing everything myself, from the design to the programming to the art to the original music. I’ve got experience with doing all of those things (with varying levels of competence), so I don’t actually need other people to do this. My guiding general rule of thumb will be, if I don’t know how to do it, then I’m going to teach myself how to do it. This is fundamental to my DNA. This is how I was raised. There was a time when being a so called “renaissance man” who can do everything — or at the very least try to do everything — was something valued by the world. That’s still the world I choose to live in. I’d rather acquire a new skill than try to raise money (which I hate doing beyond all measure) than hire someone else and try to explain what I’m trying to do and hope they’ll produce what I want. I don’t want to manage other people. I just want to make my game.

Taking the above into consideration, I’m not shooting to make a big game. Starfield and No Man’s Sky and Eve are all very cool, but games like those are not something a one-man team can realistically accomplish, at least not in a reasonable amount of time. The scale and the scope and the complexity will therefore be moderated by what I think I can handle on my own within the next couple of years. If I come up with a feature that I think is beyond what I’m capable of, I’ll stick it into a wishlist. If I can’t teach myself how to do it, I’ll either drop it, or I’ll consider bringing in a gunslinger who can do that one thing for me.

I would love to release the game all at once, but given the restrictions I’m imposing on myself, it is very probably that it will be a few years before I’ve created all the content. I might try to tackle the episodic concept that John Cutter and I attempted with our unreleased RPG Elysium (which unfortunately was one of the numerous amazing projects lost in the collapse of Cavedog Entertainment in the late 90s). Thanks to the way exploration was artificially divvied up Planet’s Edge, it wouldn’t be too difficult to hack it into “modules” or “seasons,” but I’d have to do a lot of planning to ensure that the game remained balanced as new tranches of content were released and integrated. For the moment this is a theoretical problem. I’ve got plenty of time to think about releases as I first concentrate on getting this game functional.

As with the original, the game will be a purely single player experience, and I have no plans or interest in trying to turn it into yet another esport deathmatching platform. That’s fine for folks who love that sort of thing, but it’s completely separate from the kinds of games that I enjoy.

What significant changes are being made?

I’ve actually got quite a long laundry list of things I intend to change, but here are the things that I’m most focused on for the immediate future.

  • Graphical Upgrade - First and foremost, reinterpreting the game into 3D is at the top of my priority list. Even if I manage to change nothing else, creating something that is more visually appealing to a “contemporary” audience is absolutely essential. For the RPG portion of the game, I’m shooting for something that will look like an interstellar, futuristic Pillars of Eternity or something similar. As far as space flight and space combat goes, I’m still trying to work out what the look and feel of that experience will be like.
  • UI - Going back and looking at the original game, the thing that’s aged worst about PE is its appallingly bad user interface. It seemed fun and quirky back in the day, but I can do so much better with it now. The challenge will in finding something that still has a hint of that old 90s vibe, but is modern enough that its easy to use by modern players.
  • Story - I’ll be approaching the story of the original PE as a kind of jumping off place for the events in this game. A few things will be familiar, a lot will not. When you do see something from Point of No Return referenced in Fractured Frontier, you’re likely to see it from a different perspective the second time around.
  • Dialogue - The dialogue was a fairly “one off” affair in the original game, and there was very little sense that talking to any character more than once had any value. The NPCs in PE:FF will have a lot more to say, and you’ll be able to develop continuing relationships with them over the course of the game. There will be a Betrayal at Krondor chapter-like system that will change what’s going on in different places in the eight sectors depending on actions that the players have (or have not) taken.
  • Movement - The old, chunky tile by tile movement system is going bye bye in favor of the kinds of click-and-follow mechanics that are common to most isometric games today. When entering into combat, however, the game will shift into a hybrid turn-based mode with a pause option as in the original Baldur’s Gate games.
  • Interstellar Travel - I’m going to be making a very big change in how ships travel between star systems, but I’ll address the specifics of that further on down the line. The dynamics of space travel are definitely going to be very different.
  • Skills - The player’s going to have a lot more skillsets to choose from, and in particular there will be more skill options to do things that aren’t combat related. Expect that I’ll be building on adapting how skills were acquired, used and developed in Betrayal at Krondor.
  • Puzzles - There were several puzzles in the original PE, but they were really limited in how we could present them back in the day. I’m brainstorming ways to expand on those old school adventure game mechanics. And yes, there will be some kind of Krondor-esque “puzzle chest” analog in PE.
  • Building - One of the things that I loved doing in PE was building new stuff for ships. I definitely want to expand this idea so that there are lots of things we can build, modify, or generally tinker with. The real challenge is in finding a way to have a kind of “crafting” in the game which doesn’t turn into time wasting chore.
Next time around for paying patrons, I’ll have some juicy new footage of the holographic Alpha Centauri device being dropped into the game!
 

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