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Space Wreck - post-apocalyptic space RPG inspired by Fallout - Early Access demo available

MF

The Boar Studio
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Developer
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Dec 8, 2002
Messages
813
Location
Amsterdam
That's brilliant, but how does it deal with, let's say, more than six branches in the midgame or endgame, two of which harken back to decisions made in the first part of the game? Does it abstract actual locations and timeframes to a high degree or does the game never reach that level of non-linearity?

Currently, the game has Y-like structure with two different branches of the plot that take you to completely separate locations, with separate quests, NPCs, plot etc..

If you play through the Space Wreck once, you can visit at most 60% of locations, the other branch is virtually inaccessible after you've made the choice.

Oh and that choice? It's already in the demo. In fact, if you played through it, you've made it. It's not a big glaring EVIL/RIGHT or smth like that sort of choice. In fact, it's pretty subtle. But I think it is obvious and rational.

Yeah, I played the demo. Loved it! It's not big enough to have causality diagrams that would break your star system. You answered my question though. A Y structure is a unidirectional graph, so the game is multilinear rather than non-linear. Kind of like Geneforge, right?

Probably a good choice for what you're trying to achieve, and it's not like you can march on over to an end-game location from the get go so the point is moot.
 

Kamaz

Pahris Entertainment
Developer
Joined
Feb 16, 2004
Messages
860
Location
The Glorious Ancient City of Loja
SW-holster-w-security-spacesuit.gif


1.1.96 Starmap update
Decision map, character marks, weapon holster and many other changes.

While working on the full version of the game, many more minor and bigger improvements have piled up and will be released to the demo version in this major update. That includes:
  • Star map with your story decisions mapped out and visualized.
  • The new level-up system with positive/negative character marks.
  • UI adjustments - notifications, new inventory/looting interface layout.
  • New starting preset for "combat" char.
  • Holster/unholster weapon button to avoid weird hostile reactions.
  • Updated also some demo quests with additional options, particularly Finn Alley's arc.
  • Obstacle highlighting while targeting or zero-G leaping.
  • NPC behaviours in combat and as companions.
Here is the news post on Steam (with pictures!):
https://store.steampowered.com/news/app/1063540/view/3180116240854404477
 

Kamaz

Pahris Entertainment
Developer
Joined
Feb 16, 2004
Messages
860
Location
The Glorious Ancient City of Loja
SW-throw-2.gif


Junk items can be a useful distraction. Handy, if you want to lure unsuspecting NPCs to a more favourable position.

This is a small mechanic but it 1) makes `junk` items more useful; 2) gives you tools to manipulate character positions.

This, along with location design - small sandbox hub worlds with absolute freedom to explore, functional items - poisonable bottles, floor cutting tools etc., and many ways to approach the objective, multi-layered story structure - have been inspired by Hitman games.
 
Last edited:

Taka-Haradin puolipeikko

Filthy Kalinite
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Apr 24, 2015
Messages
14,793
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
Junk items can be a useful distraction. Handy, if you want to lure unsuspecting NPCs to a more favourable position.

This is a small mechanic but it 1) makes `junk` items more useful; 2) gives you tools to manipulate character positions.

this is what good design looks like

give this man a job
So he can be distracted from getting this ready?
 

Kamaz

Pahris Entertainment
Developer
Joined
Feb 16, 2004
Messages
860
Location
The Glorious Ancient City of Loja
futurama-good-news-everyone.gif


CLOSED BETA
Space Wreck is moving into closed BETA!

TL;DR

The full version of the game has been in internal BETA testing for a few months now and lately, it feels like we are ready to move on to the next stage of the process - the closed BETA.

First, what does that all even mean? "Internal BETA" means that the game has 100% content but is too buggy to be shown to anybody outside the shed, we test it ourselves. "Closed BETA" is the stage when we feel the build is palatable enough so that more people, from the "outside", could be invited to test the game. This is where we are now. What's the next step after that? Well, it's "public BETA" or, as it is customary to say these days, Early Access release.

Long story short - we are inching closer to the release.

BETA TESTING
That brings us to the next topic: we need testers for the full game. If you feel so adventurous and mad, feel free to ping me. For now, we are easing in slowly, with only a couple of people required.

Before you do, though, a couple of things -

PROS
+ you get to play the full version of the game NOW
+ your feedback will help in the development
+ you don't have to pay money for it!

CONS
- it's a fucking buggy POS
- you'll play the worst version of the game, thus being unable to enjoy a - potentially - more polished final version
- testing is work, actually, and we are not going to pay you

STATUS
The game has all the planned content in it already, except for a few placeholders here and there. It should be completable but, of course, there are bugs, including and not limited to - game-stopping bugs. Which is the primary goal of this testing - to get rid of all game-stopping/critical bugs.

PLATFORM
For testing, we deploy Windows builds using Steam.

FORMAT
At least for the few first playthroughs, you will need to record and share a video (e.g. YouTube unlisted link). No commentary, just a playthrough video. For communication we use a Discord server, so the bugs could be shared there.

SPOILERS
For obvious reasons we'd like to ask you not to share any story/plot details publicly, as well as screenshots of the locations before the official launch. However, feel free to publicly discuss and criticise the game - mechanics, combat, design, and writing.

---

If you are still interested, reach out to me and we'll work out the details. Keep in mind, though, that if there's huge interest - like, 2 people - we will not be able to accommodate everyone.
 
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