The
background art has been one of the big challenges in putting together
this video comic. The places I have imagined for the scenario don't
exist exactly as I've envisioned them, and though I can make some
exceptions, others are very specific. For instance, the scenario
involves a warehouse with a garage door on the front, a security
panel next to it, a side door on the building, and a ladder on that
same side up to the roof. Drawing this freehand would be the easiest
solution, but art takes time and is expensive—plus, artist John
Fell is currently working on a few new characters that will be in the
video comic. So, I needed to come up with a way to make the
backgrounds that I need. I'm a decent artist, but my work is not
going to measure up against someone like John, so I found a solution.
I've been taking (and finding) photographs of different locations and
then I've gone into Photoshop to alter them, adjusting them to fit
the scenarios in the video comic. For instance, that warehouse I
mentioned? I found a photo of a warehouse with the angle I needed,
but the garage was on the wrong side, there was no ladder and no
security panel, and it was in the daytime (the scene is at night.)
After some work in Photoshop, I was finally able to create the scene
I was envisioning.
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.
Wednesday, February 28, 2018
Tuesday, February 27, 2018
Update on Solar Echoes Video Comic (part 2)
I'm
nearly finished with preparing all the background art for the various
scenes in the video comic. The scenes, like the character art, are
static—this is, after all, a comic, not an animated movie—but I
am hoping to have a few brief moments of animation. For instance,
when the Union Guard skimcar lands, I have three different pieces of
art that I will sequence to show it land and then turn off its
lights. These will be short, but the accompanying sound effects will
also serve to make these moments a little bit like motion cut scenes.
The focus of this comic is on the characters, though, and already I
find myself listening to some of the scenes over and over, because
the character parts are so distinct and fun to listen to. I really
can't wait to add some visual personality through the character art
to bring these voices to life even more. As an example, I finished an
audio scene recently where the Reln character, Sepharu (played by
Alexander Peters), sounds incredibly smug. His attitude inspired me
to go into Photoshop and alter the Reln character art to look like he
has a smug grin on his face while talking. There won't be a lot of
animation during the comic, but character expressions will change
according to the content of their speech. This is one of the reasons
I needed the voice parts first before I could begin putting the
visuals together.
Monday, February 26, 2018
Update on Solar Echoes Video Comic (part 1)
I
have all the voice parts in now! Each of the voice actors has sent me
their lines in an audio file, and I've been working on putting
together the different scenes. One scene, scene 5 (out of 30 scenes),
was particularly long, about 3 pages of parts involving the voices of
8 of the 10 different characters, so I put that together first. Some
of the voice parts needed some digital alteration to sound like the
aliens they represent. For instance, character artist John Fell is
acting the part of the Omul, Elsor, and Omuls speak telepathically,
so I added in some reverb to simulate telepathic speech. The
plant-like Erwani was tough to figure out, but when actor Chad Haarer
sent me his voice part, I was able to alter it by copying and pasting
his voice against the original two times, and then changing the
pitches of these other two lines while altering the volume levels to
balance. He ended up sounding very alien, but his speech and
inflection is still clear and discernible. There will also be
subtitles for everyone that speaks, in the JRPG storytelling comic
style, which will help, but everything came out so well, it's easy to
understand everyone without the text!
Friday, February 23, 2018
Resistance to New Technology (part 4)
In
a science fiction novel I was writing 15 years ago, I described what
is essentially AR and MR. The main character was able to see a
digital overlay through his very eyes because of nanites (microscopic
robots) that were attached to his optic nerve, relaying information
directly to his brain. I never finished that novel, and I remember my
wife's words at the time—I should finish the book before it becomes
reality. But in reference to the concept, I was thinking this: why
would we necessarily have to wear glasses when we could have contacts
that contained microscopic bots, or even eyedrops that deposited them
onto our eyes? If you saw the opening to the Olympics and watched the
hundreds of tiny drones coordinating their movements collectively
into different shapes, then it is not a stretch to imagine tiny
nanites doing the same, aligning in front of your eye to display or
project digital images into your vision, then moving back to the
periphery of your cornea or contact lens. Some might say that people
would never adopt this, but look back through recent history at how
technology has been readily adopted despite the naysayers.
Thursday, February 22, 2018
Resistance to New Technology (part 3)
In
an age where we are used to wireless controllers, bluetooth pairing,
and wifi everywhere we go, we've raised our standards and expect more
from our technology. Will developers adjust to meet these demands?
The market says that developers will adjust to consumer standards,
not the other way around. VR headsets are seeing a large adoption
rate, despite their downsides, but even so, the popularity of the
technology is encouraging new start-up companies to try and create a
better headset. Already, wireless VR headsets are emerging on the
market, and the industry honestly looks like it's exploding in all
directions. AR, some say, might not be as successful, and this is
blamed on complaints about the smartglasses. Unwillingness to wear
them could be just a short blip in the history of technology, though,
because if developers ride out the resistance, they may see this
technology become as widespread as smartphone use. Smartglasses might
not even be the right way to go, either. Making the glasses thinner
and lighter is obviously one helpful step, but what if AR images
could be projected to your vision by other means?
Wednesday, February 21, 2018
Resistance to New Technology (part 2)
People
are not willing to wear AR smartglasses everywhere they go. It wasn't
long ago when Google Glass failed spectacularly with beta testers
that were quickly labeled “Glass-holes” by those that had to deal
with them. Technology can be intrusive, and there is often a fine
line between acceptable and convenient technology vs. obnoxious and
frustrating. Often, when a new technology emerges, it does so in a
form that is rarely as streamlined as it could be. Take the VR
headsets as an example: they are large, clunky, expensive, and most
of them require cords. Sometimes it takes a clear vision for there to
be enough adoption of technology still in its infancy. I was
skeptical about VR at first—until I tried it. Then, I suddenly
realized the immense potential of this technology, and bought a
headset right away. VR's potential is still being unlocked and there
are years of discovery yet to come, but many, like me, can see its
potential clearly and want to be there every step of the way as it
develops. I'm willing to deal with the irritating cord on my headset
and the slight discomfort that comes with wearing it for several
hours at a time. Regarding AR, perhaps it's not entirely the
discomfort of wearing smartglasses; one factor in its dwindling
adoption rate might simply be that the technology feels more like a
gimmick than something visionary with vast potential. Why all this
smartglasses stuff when I can do essentially the same things with my
smartphone?
Tuesday, February 20, 2018
Resistance to New Technology
I
was reading an article the other day about AR: “Augmented Reality.”
If you're unfamiliar with the term, it is different from VR (Virtual
Reality) because it melds the real world with digital overlays. AR is
not to be confused with Mixed Reality (MR). To explain MR, imagine
looking through the camera of your cell phone at the other side of
your room and seeing a Unicorn or an Ogre standing there, as if it's
really in your room. If you're familiar with the successful Pokemon
Go video game, then you understand MR. What is AR, then? It involves
wearable technology that provides digital information and interaction
that enables the user to more easily work and complete tasks, like a
PC desktop superimposed over your vision. Smartglasses are used to
superimpose computer-desktop icons and information and provide a
wearable, visual interface wherever you go. Yet, in the article I
read, there are concerns that the adoption rate for AR is going to
decline soon. Why?
Monday, February 19, 2018
Solar Echoes played with UK podcast group!
The first episode of the game I played with the D20FutureShow podcast guys in the UK is online! We coordinated through a video conference, aiming our cameras at the game table while using headphones to prevent the others' sound from being recorded with our microphones. Then, the host of the podcast, Richard Kirke, mixed it all together and produced this great show! Everyone was totally new to Solar Echoes, so the first episode involves a little learn-as-you-play, but things actually moved surprisingly fast. This was recorded last year, and the D20FutureShow guys were the first to try the free demo, Operation: Flash Strike. If you'd like to hear the first 30 minutes of the game, here's the link:
Friday, February 16, 2018
Video Comic Update!
I
just wanted to let you know where the production was at this point. I
have all but 1 of the voice actor's lines in, and he's going to get
them to me on Tuesday. I've planned out every scene and am working on
the graphical backgrounds, and I'm also getting help on the
background design from the voice actress that did the female
Krissethi's part. There are lots of moving parts to put in place, but
I've got a few of the background scenes nearly completed already.
I've divided up all the voice files into individual lines and am
beginning to piece them together for each scene, and I'm planning out
the various angles and effects I'm going to use for each scene. I
have collected most of the sound effects I'll need, and just need to
start mixing things together. I have a few ideas for the character
graphics and effects, but I'll need to see if I can make them
actually work with the programs I'm using. Pacing is also very
important, which is why I need to get the voice files all chained
together. Then I can keep things moving visually in reaction to each
line. I've never done this before, but I can visualize each scene and
I'm so excited to make it all happen so you can see what I'm seeing!
Thursday, February 15, 2018
Augmented Tech and Combo Weapons = Magic? (part 3)
Combo
weapons enhance existing firearms with the features of other
firearms, but Augmented Technology goes beyond that. Finding an
augmented weapon or piece of armor is rare—they cannot be purchased
in stores, and their owners are unwilling to part with them. However,
as a member of the Union Guard, you may confiscate an augmented item
after defeating its owner. The GM should be careful not to place
NPC's with augmented items against the players unless he is willing
to allow the players to have those items, should they defeat the
NPC's. Details of every available augment are included in the Mission
Controller's Guide.
Here
are two examples of augments that you might find on firearms weapons:
Assassin:
Grants the “Headshot” talent while using this weapon.
Blasting:
Weapon
deals 1 less point of damage, but on a successful attack, the target
is pushed 2 squares
away from the user and knocked prone.
Examples
of augments found on Simple Weapons:
Armor
Shredding: Doubles the degradation rate of armor when damage is
applied.
Linked:
You cannot be disarmed when using this weapon
Wednesday, February 14, 2018
Tuesday, February 13, 2018
Augmented Tech and Combo Weapons = Magic? (part 2)
Combo
weapons involve transferring a feature from one weapon to another,
destroying the base weapon the feature was taken from. As an example,
a combo weapon might involve a pistol having 6 more bullets available
because of an ammo capacity upgrade. Or, a pistol could also be
improved with the longer range of an assault rifle. The GM ultimately
decides if the player's request is reasonable (ie, no pistols firing
nuclear warheads). Sometimes the request is really unusual but could
still work, like a shotgun that fires Omul glob orbs or a sniper
rifle that fired poison thorn needles. However, not just anyway can
make combo weapons—an Engineering check of at least 15 is needed to
make a combo weapon, and about 4 hours to do it, though some of this
can be altered using different “combo keys.” The Haste Key, for
instance, can reduce the time it takes to craft a combo weapon from 4
hours down to 1. If you're in a hurry and want to pay for it, though,
of course! And for a really high price, the Integration Key can
enable the engineer to transfer TWO features from other weapons.
There are lots of options!
Monday, February 12, 2018
Augmented Tech and Combo Weapons = Magic? (part 1)
Even
though everything takes place in a science fiction universe, there
are no psychic powers or magic-wielding techno-priests in Solar Echoes. Yet, from a
designer's point of view, there needed to be more design space for
weapons or armor in the game. Without magic, the variation in these
objects was potentially very slight, and we all know how much gamers
like their loot! The solution was augmented technology—a term used
in Solar Echoes to describe a rare, sometimes unique bonus that a
particular weapon or piece of armor might have. Augmented stuff is
rarely, if ever, sold in stores, because the owners of these items
usually don't want to let them go. Combo weapons, on the other hand,
might be, because their improvements are less remarkable but are
still enough of an improvement to earn a higher selling price. Find
out more about these improvements tomorrow...
Friday, February 9, 2018
Star Wars Dad
Happy Friday! Since I've been talking about the new Star Wars Solo movie
this week, I thought you might enjoy a little Star Wars comic I came up
with and threw together...
Thursday, February 8, 2018
Han Solo, Characters, and Space Opera (part 3)
I
think the Solo movie has great potential simply because it is so
obviously character driven. I've seen so many films with amazing
plots that it's really hard to impress me anymore, but I never seem
to tire of films that make interesting people the focus. To relate
this to RPG's, there was a guy I met at a convention a few months ago
who shared some details of his new game system with me and asked for
feedback. I saw him making one of the same mistakes I did when I
first released Solar Echoes in 2012—my focus was on the game
system. I was very excited about the no-turn taking/no-initiative
rules, among other aspects of the system, and I focused on that in my
advertising. It wasn't long, though, before I realized that people
wanted to know about the characters more than anything. As a result,
I've put the different alien characters front and center on the
www.SolarEchoes.com
webpage, and I've tailored the game advertising around these
characters. At conventions, most people are more interested in
playing an amoebic blob or plant alien than in talking about the
rules. After playing, they often compliment the game system itself,
but their excitement still revolves around the characters. All of
this is one of the big reasons I've been working on a Solar Echoes
video comic: I can't wait for you all to meet the different
personalities of the iconic Solar Echoes characters!
Wednesday, February 7, 2018
Han Solo, Characters, and Space Opera (part 2)
The
genre “Space Opera” is a very appropriate title, if you really
think about what operas are like. An opera is based entirely around
several key characters, and although there are sometimes very complex
plots, the focus is on the characters and how they respond to each
other and their circumstances, rather than focusing heavily on the
plot itself. It's fair to say that operas are character-driven
stories, and personally, these are my favorite types of stories, so
it makes sense that I gravitate far more to space operas than to hard
sci-fi stories. Solar Echoes is definitely a space opera, and as a
role-playing game it is also inherently character-driven; players
drive the story through their characters, and the GM adjusts the
story to their decisions as they play.
Tuesday, February 6, 2018
Han Solo, Characters, and Space Opera (part 1)
I've
been losing some interest in the Star Wars movies lately (especially
after the recent release), but the recent Solo movie trailers really
grabbed my attention. I've been thinking about the reason for this
rekindling of interest in Star Wars. It certainly isn't the iconic
universe, the starship battles, the gun fights and lightsaber
battles—I've seen that so many times through all the movies that
it's just standard fare now. What is it about the Solo movie that
interested me? It was entirely the character, Han Solo. The roguish
smuggler is an anti-hero: he doesn't have standard heroic qualities
like courage, idealism, or much concern for anyone else but himself.
Despite that, though, is there anyone who doesn't like his character?
We love his attitude, resourcefulness, wit, and his ability to
somehow survive using whatever means possible. An entire movie based
on Han Solo could potentially be one of the best Star Wars movies
yet!
Monday, February 5, 2018
Interview on D20FutureShow Podcast!
Last
year I was invited to be on the D20FutureShow in the UK, and I
coordinated with them to run a Solar Echoes game over the internet.
We recorded the game using video cameras to display our maps and
miniatures while we talked using quality microphones to record our
speech. The audio recordings were then edited and put into episodes,
which will be available to listen to online, soon! The show's
founder, Richard, asked me if I wouldn't mind an interview about the
game, so we met online separately and talked about Solar Echoes. The
interview is online now, and will be followed soon by the first
episode of the game we all played together! The interview can be
found at two different links—click on Episode 25 to listen (it
takes a moment to load up):
Friday, February 2, 2018
What have you done in an RPG? (part 5)
One
of the great things about tabletop RPG's is the totally open-ended
gameplay that allows for us to create our own stories as we play. If
you know other RPG players, you understand that you need to be
prepared for some very involved story-telling of things they've
experienced in an RPG. I have tons of my own stories to tell from my
time playing RPG's, probably enough to fill several books. I've met
many seasoned RPG gamers at conventions, and it takes very, very
little to get someone to start sharing one of their gaming stories.
Gather a couple gamers together, and they'll talk for hours as
someone's story sparks memories for everyone else. I'm sure some of
the choices this week brought back memories of your games—I know it
did for me. It's also so satisfying to know that some of the stories
now being told by RPG gamers are experiences they've had in Solar
Echoes! Thanks for letting me be a part of that!
Thursday, February 1, 2018
What have you done in an RPG? (part 4)
I
hope everyone had fun this week thinking about memorable moments from
our experience playing RPG's. If you have calculated your score, post
it here and let me know what “level” of an RPG player you are! I
think one of the best things about tabletop RPG's is the ability to
create stories with friends as you play, and to later walk away from
the game with a great tale to tell. Even if you're not particularly
good at writing, playing an RPG lets you be a creator, because your
every decision and action can shape the outcome. Often, players come
up with things the GM didn't anticipate, which takes the experience
in new, unexpected directions. What was one of your most memorable
RPG stories, as a player or as a GM? My personal favorite was a 1.5
year D&D campaign I ran with some friends—we met every Saturday
for the entire day, and I spent hours each weeknight preparing
everything, down to the clay figures I sculpted, baked, and painted
just so my players could feel more immersed in the game when they
encountered my monstrous creations. I even had a hydra with
detachable heads, with a few 2-headed attachments for the instances
where characters tried to cut off a single head (and 2 grew back in
its place!) My campaign story was very involved and I raised some
questions through it involving morality and relativism. In the end,
the characters reached level 25 and defeated huge armies, ancient
dragons, beholders, phane, mind flayers, and interdimensional
creatures. They never did find the lich super-villain's phylactery,
though—it was hidden in the icy core of a comet!
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