Wednesday, February 28, 2018

Update on Solar Echoes Video Comic (part 3)


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.


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

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!