The
seventh race in the Solar Echoes universe is, of course, human. We
felt the same way you probably do about this—humans aren't all that
exciting. Yet when asking ourselves which creature on earth is most
likely to venture forth and explore the cosmos, it is undoubtedly the
human. Already, we have landed on the moon, built a space station,
and we may someday soon put a man on Mars. It is in our nature to
explore and reach out to the stars. In Solar Echoes, the humans are
the ancestors of pioneers that set out in a convoy of large colony
ships seeking new planets for humans to settle. In designing the
human race, we focused on their flexibility and adaptability, making
them the race that can take on any role and perform that role well.
While some races are not entirely suited for some roles (such as an
Erwani trying to be a melee fighter—they can do it, but their
strength will never reach that of an Archaeloid), humans can compete
at anything because of a little more flexibility with their attribute
scores. Due to the long journey through space of their ancestors, the
humans of Solar Echoes are survivors, pioneers, and natural space
pilots. The other races all agree—humans are a long list of
contradictions, but they are not to be underestimated!
As seven alien races struggle to co-exist in an uneasy alliance, the Inter-Stellar Union sends Union Guard agents on missions to preserve the crucial balance. These specialized operatives must do what regional security cannot, dealing with smugglers, pirates, terrorists, and even greater challenges in order to bring stability to a universe that needs it desperately. Without the Union Guard, the races will not be prepared to face a looming alien threat they can only hope to defeat together.
Friday, October 30, 2015
Thursday, October 29, 2015
The Genesis of Aliens (part 4)
Another
factor that we considered when developing the Solar Echoes alien
races is competitiveness and the ability to spread one's kind. I
wanted a plant-like race in Solar Echoes, and though we make no
attempt to explain how a plant can develop intelligence, the Erwani
became our sentient race of plants. Plants are quite capable of
spreading their kind across vast distances through spores, seed pods,
and other means, so the idea of plants in space didn't seem too
far-fetched. Plants thrive on CO2, so an alien race that could live
in an environment toxic to other races was very appealing. Plus,
there was a cool opportunity for an almost symbiotic relationship
with Erwani and other, oxygen-breathing aliens on starships and space
stations. Another race that was decided upon because of its
competitive nature, resilience, and ability to spread is the
reptilian Krissethi. The dinosaurs once dominated almost all
ecosystems on Earth, and if not for the cataclysmic event that
resulted in their extinction, these reptiles may still rule the
Earth, and might have developed greater intelligence than the
reptiles on Earth today. Maybe the reptiles managed to flourish
somewhere else out there, on another planet? Reptiles reproduce in
large numbers, they are resilient, and they often compete to the top
of the food chain. It's not a stretch to imagine reptiles doing well
somewhere else in the universe!
Wednesday, October 28, 2015
The Genesis of Aliens (part 3)
Intelligence
was another parameter we used to help us decide which creatures on
earth might have a space-born counterpart. The Archaeloid was
designed not only because I wanted a marine-based alien, but because
of the octopus, one of the most intelligent animals in the ocean. An
octopus can learn, process complex information, make use of tools to
solve problems, exhibit emotions, and even possess a distinct
personality. The Archaeloids aren't the smartest of the Solar Echoes
races, but they managed to develop their own technology and culture,
and are able to focus and compete at intellectual tasks as well as
most of the other races. The Omul, which is basically a giant amoeba,
is the most bizarre of our races, but it was an easy choice for me
because I had already written a sci-fi story in high school about
man-sized alien amoebas invading our planet and taking over. Amoebas
are unusually intelligent, capable of gathering and processing
information, in addition to having a sense of self-awareness. They
are also great survivors, and are the third simplest organism on
Earth. It seemed an obvious choice that this hardy, intelligent
creature might have an inter-stellar cousin somewhere!
Tuesday, October 27, 2015
The Genesis of Aliens (part 2)
Insects
are some of the most resilient creatures on this planet. Spiders and
roaches can be found in almost any climate, and have even been able
to adapt to unusual environments such as the arctic regions. Insects
manage to expand their population to just about any corner of the
earth, so it made sense that insects would somehow manage to do the
same in space. The structured “society” of ants really inspired
the idea behind the Chiraktis—a race of mantis-like insects that,
in some ways, resemble an insect centaur, like the man-horse
combination in Greek mythology. We figured that if insects are going
to advance, they need to be able to manipulate and design tools, so
we gave them hands. Another Solar Echoes alien based on
survivability and adaptation is the Reln, which is somewhat modeled
after a bat. Bats are found in most corners of the world and are
considered one of the most successful mammals on Earth. The
mysterious, humanoid Reln live on the harshest planet of all the
Solar Echoes races, and they have a tendency to live underground to
avoid the radiation of their resonance-locked sun. This, their
appearance, and their natural echolocation ability all reflect the
bat-like inspiration in their design.
Monday, October 26, 2015
The Genesis of Aliens (part 1)
One
of the most exciting aspects of developing Solar Echoes was designing
the alien races that players would be able to play as their
characters. A lot of decisions weighed into the design of each alien
race, but the key to each one was hinged upon the question, “What
are some of the most resilient creatures on earth that could adapt to
life in space?” We're not saying that the Solar Echoes aliens came
from earth, but we looked at the universe and thought about what
types of creatures would be able to flourish throughout the cosmos.
Another question we tried to keep in mind was intelligence—what
creatures on earth display something that might be considered as
beyond animal intelligence? We also considered creatures based on
other unique qualities, such as their ability to spread their kind.
If life exists somewhere else in the universe, it might not look
entirely “alien” to us, after all. This week, we'll take a closer
look at the inspiration for each of the Solar Echoes aliens.
Friday, October 23, 2015
Alien Rumors (part 5)
Despite all the excitement that the
mystery at KIC 8462852 has spawned, we need only look at our tendency
over the years to let our imaginations run wild. How many images of
Mars have excited people hoping to find aliens? The Mars rat/iguana,
rocks that look like a monk or cloaked figure, and even the alien
“toltec” face in the rock formations. We're almost as good at
imagining images in Mars rocks as we are at seeing them in our own
planet's clouds. Considering that the presence of water on Mars and
Europa makes it slightly more possible that some kind of organism
might exist beyond earth, we still have found no evidence beyond the
water itself and our own biased assumptions that water is necessary
for life. As long as scientists and astronomers keep their findings
based on actual data and not on their imagination, the cause for
excitement is genuine. Just what is it out there, on KIC 8462852,
that is randomly blocking the light of that sun?
Thursday, October 22, 2015
Alien Rumors (part 4)
Yet, if there are gigantic alien
starships or space stations, the same factors that have caused
astronomers to rule out natural causes also apply to the alien
megastructure theory. If something is absorbing 20 percent of a
star's light, that energy should be re-radiated as infrared
wavelengths, plus, the structure is going to get really, really hot.
So far, no extra infrared wavelengths have been detected. If the
object was a giant Death-Star space-station, it should also have a
consistent orbit causing the periodic dips in light as it passed in
front of the star. At least my theory about a massive fleet of alien
starships passes that test, right? Ultimately, the only way we can
get closer to the answer is by repeated observations over a longer
span of time, possibly using other telescopes to generate a
cross-reference for collected data. Radio telescopes at SETI will
also be used to listen for alien broadcasts that might be made from
the star system. It's exciting that we may finally have somewhere
specific to start looking, and listening, for extra-terrestrial life!
Wednesday, October 21, 2015
Alien Rumors (part 3)
One proposed theory to explain the
erratic and significant dimming of KIC 8462852 is that a comet broke
up around the star. The frozen remains would expand into giant clouds
that could, for a short time, block out the light. However, this
would cause dust to scatter near the star and produce excessive
infra-red radiation, something easily detected from earth. However,
no such radiation has been detected. One astronomer, Jason Wright,
has proposed the theory that, though aliens should be the last
hypothesis to consider, “this looked like something an alien
civilization would build.” The term “alien megastructure” has
seen lots of Google searches since the announcement, and theories
range wide and far. Personally, I think the idea of an alien space
station seems a bit far-fetched, considering that even the Death Star
in Star Wars was no where as big as this object would have to be.
Perhaps it's a fleet of alien starships, engaging in a gigantic
inter-stellar battle?
Tuesday, October 20, 2015
Alien Rumors (part 2)
The dimming of KIC 8462852 is
significant for two reasons. First, other stars have seen drops in
light emittance by 1 or 2 percent at most. However, KIC 8462852 has
dimmed by up to 20 percent. Secondly, unlike a planet obscuring light
from a star at regular intervals because of its orbit, the dimmings
occurred randomly during the 1600 days Kepler monitored the star.
Near the 800th day of monitoring, the star's light dropped
by 15 percent, but near the 1500th day, there was an odd
disturbance that caused a drop of 20 percent of the emitted light. A
drop that significant would mean the object passing in front of the
star would have to be almost half the star's diameter! Considering
that KIC 8462852 is 1.5 times larger than our own sun, and that the
largest planet in our solar system (Jupiter) is only 1/10th
the size of our sun, can you imagine how huge the planet would have
to be? Astronomers are concluding that the object could not be a
planet.
Monday, October 19, 2015
Alien Rumors (part 1)
Last
week, NASA's Kepler telescope was focused on KIC
8462852, a star about 1500 light years away from Earth. What
interested astronomers was the strange pattern of dimming that they
noticed when looking at the star. Natural causes have apparently been
ruled out (see link below if you want the technical details—and I
DO mean technical!), so astronomers are beginning to consider
another possibility. Could the dimming patterns be the result of an
alien presence? A little history first: the Kepler space telescope
was directed for use, starting in 2009, in a project to find planets
by looking for a small dip in light caused by a planet passing in
front of a star. So far, the project has been extremely successful,
with 150,000 stars being monitored and thousands of new planets being
added to the roster. However, none of the monitored stars have
exhibited the dramatic amount of dimming that KIC 8462852 has
evidenced...
Natural causes ruled out:
Friday, October 16, 2015
Single Multiplayer Video Games (part 5)
Developers
need to consider all types of players, and when on a budget, it's
understandably difficult to accommodate each type. Personally, I
think it is a poor decision to exclude single-player offerings from
any video game. From a business perspective, it seems questionable as
to whether excluding single-players will justify avoiding the
financial investment in developing a single-player campaign. In other
words, if only 30% of the players that buy the game are completing
the single-player campaign, would sales to that 30% compensate for
the investment in the development of the single-player portion of the
game? My concern is that, if developers continue on this path, the
current drive towards multiplayer-only content may alienate those of
us who aren't interested in the online social aspect of video games.
However, maybe the developers are right—perhaps I'm part of a
continually dwindling minority of gamers that prefers the solo
experience. What do you think?
Thursday, October 15, 2015
Single Multiplayer Video Games (part 4)
My
interest in Destiny faded partly because of the game, but partly
because I really didn't feel like talking while playing the game.
Destiny, however, is a different design from the typical multiplayer
game—it is designed, in a way, much like Solar Echoes—it almost
requires the presence of others on a team in order for game goals to
be achievable. Considering that I played Destiny often with others
online for about 8 months, the developers definitely did something
right with their game design to get me to be a social player online.
But Destiny had a single-player campaign as well, and I certainly
spent a lot of time enjoying it alone. I think it is unfortunate,
though, that some developers (like EA) are trying to force
multiplayer by removing single-player entirely. It's important to
incentivize players of all types. The developers of Destiny (Bungie)
were wise in their approach—they offered up a great single-player
experience that got me hooked enough that I was willing to stay
around for the multiplayer offering. If the game had been
multiplayer-only, I seriously doubt I would have given it much of a
chance.
Wednesday, October 14, 2015
Single Multiplayer Video Games (part 3)
I'll
be the first to admit—I'm not a social online video-gamer.
Obviously with Solar Echoes, I quite enjoy social gaming when it
comes to tabletop RPG's, but when I sit down on my couch at night
after a hard day at work, I really don't want to interact with
anyone. However, I quite enjoy playing multiiplayer video games when
I have friends or family to sit on the couch with for a game. Lately,
though, it has been nearly impossible to find what are called “local”
multiplayer games—everything is shifting towards online play. I
understand this to a degree—I played “Destiny” last fall and
spring quite a bit, and made a few online “friends” through the
experience. However, the approach to Destiny was a bit different than
most multiplayer games out there, as it was designed to require
cooperation after a certain stage in the game, while most multiplayer
games are designed to support a number of players competing for
similar goals.
Tuesday, October 13, 2015
Single Multiplayer Video Games (part 2)
From
what I've been hearing, there is not a single-player campaign in the
upcoming Star Wars Batthefront game. In the past, it has been a
tradition for online, multiplayer-shooters to include single-player
campaigns, and some developers have even linked the single-player
portion with the online portion by awarding players with special
items that can only be earned in the campaign. Yet, despite these
incentives, data has shown that players rarely finish the campaigns
and spend most of their time in online mode (they must not be paying
any attention to my gaming habits!) Sony and Microsoft both have a
rewards system with game trophies or achievements that reflect
certain in-game accomplishments. These awards are intended not only
for player bragging rights, but to serve as tracking mechanisms by
which game companies can see just how much people are playing their
game, and what they are achieving in it. Data for single-player
campaign completion is miserably low, so it's hard to blame
publishers like EA for deciding to leave the campaign out. Instead,
they spend all their development time and money on multiplayer.
Monday, October 12, 2015
Single Multiplayer Video Games (part 1)
With
the upcoming release of EA's Star Wars Battlefront in November, there
has been a lot of excitement about the game. This last week, EA
hosted a free beta for video gamers to try the new game, and though I
didn't get involved, I've been reading a number of reactions. Some of
what I've read has brought up some interesting questions about the
future of multiplayer video games and how we're playing them. Games
are increasingly becoming more social experiences, and even Sony's
PS4 has a “share” button to broadcast gameplay (or even hand off
the gameplay to an online friend!) A number of factors are pointing
big game developers like EA in a particular direction, and though
their decisions seem to be unpopular with a lot of people, the data
doesn't lie...
Friday, October 9, 2015
Krissethi vs. Archaeloid Combat (part 5)
The
next round begins with the movement phase, and to stand up again, the
Krissethi must spend his entire movement to get back on his feet.
Realizing the Archaeloid can get to him, the Krissethi uses 1 Stamina
point to Sprint, which allows a character to double-move. He uses his
second move afforded by the Sprint to run his full movement of 5
squares, running away to stand behind a crate, hoping to gain cover
against future gunfire. Meanwhile, the Archaeloid has run to where
the Krissethi dropped prone, and sees the Krissethi sprinting away.
The Archaeloid also decides to spend 1 Stamina point to Sprint, and
he runs his full movement of 4 squares—just enough to put him right
next to the Krissethi trying to hide behind the crate. Archaeloid's
are brutal foes, especially in melee fights, so it is looking like
things are about to go very badly for the Krissethi. But the
Krissethi has a few surprises and tricks up his sleeve, so it's
really hard to say how this is going to go. The entire battle has
already been recorded on a warehouse security camera, so find out who
wins the fight in this video:
Thursday, October 8, 2015
Krissethi vs. Archaeloid Combat (part 4)
To
pick up where we left off yesterday, we're still waiting to find out
who succeeded and who failed in the gunfire exchange. The Krissethi
dove for cover and is prone on the floor—that dive through the air
gave him a +1 against Ranged Dodge, which was just enough to avoid
the Archaeloid's attack with the Urban Warrior—the bullet whizzed
past the Krissethi and punctured a metal crate behind him. However,
because the Krissethi had spent his movement phase aiming, his +1 to
attack essentially negated the +1 to Ranged Dodge the Archaeloid
gained from the Sidestep talent, and the thorn bullet successfully
hit the Archaeloid. Erwani Thorn pistols do 3 points of damage, and
the Archaeloid has natural armor of 2, which is basically damage
resistance. Only 1 point of damage goes through, so the Archaeloid is
just Lightly Wounded. However, 1 point of damage was all the
Krissethi needed for his bullet to deliver the Jitters poison into
the Archaeloid's nervous system. In 1 more round, the poison will
take effect and the Archaeloid will suffer -1 to all of his skills
for the next 2 hours!
Wednesday, October 7, 2015
Krissethi vs. Archaeloid Combat (part 3)
The
Krissethi decides to spend his Movement phase aiming at the
Archaeloid to give him a +1 bonus to hit the heavily-armored alien.
The Archaeloid walks forward, not seeing the Krissethi at first, but
when he finishes his movement, the Krissethi is in his line of sight
to the right. During the Action phase, both attack
simultaneously—there is no turn order in Solar Echoes because all
attacks resolve together. The Krissethi fires his Erwani thorn
pistol, a weapon preferred by assassins because of its ability to
deliver toxins to the target. At the same time, the Archaeloid fires
his Urban Warrior pistol at the Krissethi, who is now in full view.
The Krissethi uses his Reaction, which may interrupt any move or
action but may only be used once per round. The Krissethi's reaction
is to Dive for Cover, which gives him a +1 bonus to his Ranged Dodge
as he dives for an adjacent square, the only downside being that he
ends up prone in that square. The Archaeloid also uses his Reaction,
but he has a slightly better version of Dive for Cover—a talent he
selected called Sidestep. The Archaeloid also moves one square and
gains a +1 bonus to Ranged Dodge, but he stays on his feet instead of
ending up prone. Find out tomorrow who gets hit by an attack and who
manages to dodge!
Tuesday, October 6, 2015
Krissethi vs. Archaeloid Combat (part 2)
We
find our two combatants facing off in a warehouse, with only a few
scattered shipping crates to use for cover. The Archaeloid is on the
side of the law, and he prefers a straight-forward fight, but the
Krissethi smuggler knows better than to take the powerful Archaeloid
on directly and has positioned himself behind some cover. As the
Archaeloid angrily prowls the warehouse searching for the Krissethi,
he must make an Awareness check vs. the Krissethi's Stealth in order
to see the skulking reptile. As the Archaeloid nears, the Krissethi
is positioned behind a crate well enough that he has 3 points of
cover (meaning that out of any line drawn from the corners of the
Archaeloid's square, only 1 out of the 4 can be drawn directly to the
Krissethi without passing through the crate.) In Solar Echoes, you
can't stealth in plain sight--the Krissethi could not have made a
Stealth check if he didn't have at least 3 points of cover, though he
could also stealth if he was in darkness, smoke, or otherwise be
completely out of the Archaeloid's line of sight.
Monday, October 5, 2015
Krissethi vs. Archaeloid Combat (part 1)
Just what is going on under the hood in the Solar Echoes combat system? The game moves fast, but there are a few quick calculations conducted to measure skill and chance. Each alien race has its own set of attributes, which determine the number of dice you can roll when attempting a skill check. You may only consider the roll of the highest die, but the more dice you roll, the better your chances of rolling high. After the roll, you may then add in any skill ranks you have invested in the relevant skill, the limit of skill ranks being the current level of your character. It sounds like a lot, and when written out it looks a little busy, but the simplicity and speed of this system keeps the Solar Echoes combat engine running fast. This week, we'll take a glance at some combat between two characters as we lead up to a short video showing their combat. Who will win? Place your bets now!
Friday, October 2, 2015
AI in Video Games (part 5)
How
will AI influence and change video games we play in the future? PC
and console hardware is getting more and more robust all the time, so
game developers are now facing new territory—games so vast that
they might not be able to fully playtest it before release. In the
recent past, many big-name game releases have been plagued with bugs
at the beginning, and developers scrambled post-release to patch the
problems that the gamers discovered—bugs that the developers
themselves couldn't possibly have discovered in the limited time they
had to produce the game. Once a game releases, hundreds of thousands
of gamers will be playing it, and if there's a bug to be found, it
won't take long. Consider the cost of hiring even a small portion of
that number of gamers to playtest a game—we'd rarely see any games
hit the market. The cost of an AI program, however, is much more
reasonable, and an AI can fully explore and test a game, reporting
back with data on all encountered errors. We may be seeing bigger and
better games released to the public much faster than we've seen
before, and these AI tested games are likely to have fewer bugs.
Imagine starting up a new game and being able to play it right away,
instead of waiting for an hour while a huge update patch slowly
downloads. Hard to imagine these days, but it's the wave of the
future!
Thursday, October 1, 2015
AI in Video Games (part 4)
Developers
at Hello Games are also using AI to test their game, No Man's Sky, a
procedurally generated universe so huge that thousands of players
wouldn't be able to playtest everything. Even the developers
themselves have admitted that the game's universe is so expansive
that they haven't even seen everything. Normally, no publisher would
release a game with content that developers have not personally
inspected and tested, so how can a game this large be released to the
public? The nearly infinite algorithm used to create the game's
universe produced tens of millions of planets with unique lifeforms
inhabiting the planets, dynamically breeding as time progresses. The
developing team could not possibly playtest the game and see
everything the algorithm had created, so they designed virtual,
automated AI drones that journeyed throughout the game universe,
taking screenshots and sending them back to the team for viewing.
With procedural generation, huge amounts of game content can be
created without the need for hundreds of dedicated developers, and
with AI playtesters, games can be tweaked and bugs fixed without the
need for thousands of hours of playtesting.
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