Although
it isn't until the first weekend of December, I wanted to share that
Solar Echoes is going back to Shorehammer, the Warhammer convention
in Ocean City, Maryland! I've been asked to give a presentation
again, and this year, instead of talking about Game Design, I'll be
talking about Designing and Running Solar Echoes Missions. This talk
will include all kinds of useful information for writing your own
mission, figuring out gameplay balance, designing and acting out
interesting characters, running combat, pacing the game, and more. Of
course, I'll also be running games at Shorehammer, and players will
get to try the new Operation: Broken Citadel. The convention was a
ton of fun last year, with some of the nicest gamers around, so
hopefully I'll see you there!
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.
Thursday, November 9, 2017
Wednesday, November 8, 2017
Solar Echoes in November (part 3)
Another
exciting development for Solar Echoes is artist John Fell has
recently finished another project for me. I'm really looking forward
to using this new artwork in a project I've been thinking about for a
while now—a Solar Echoes video! This will involve John's character
artwork, with text-conversation bubbles at the bottom while
characters are shown in stills talking to each other. If you're
unfamiliar, this classic style is commonly used in a lot of RPG video
games, especially JRPG's (Japanese RPG's.) The recent project John
finished was to add in various facial expressions to the existing
character artwork, so now I can make each race (except the
expressionless Omuls, of course) show emotions such as anger,
sadness, happiness, frustration, and a few others. I'm looking
forward to starting work on the video, and though you won't see it
finished before November, know that it's underway!
Tuesday, November 7, 2017
Solar Echoes in November (part 2)
Before
Chessiecon and Operation: Broken Citadel at the end of the month,
there are a few other things happening with Solar Echoes to watch
for. I have been in contact with Wicked Gaming Studios, and they have
a very talented professional miniature painter that usually
specializes in painting Warhammer figures. The owner of the studio
has agreed to paint 3D printed Solar Echoes miniatures, so I've
already sent him a high-res miniature of the alien insect race, the
Chiraktis! He is going to begin preliminary coloration plans this
week, so as things progress, I'll be updating you with the photos he
shares of his progress. I'm very excited to partner with Wicked
Gaming Studios to see the amazing potential of a 3D-printed Solar
Echoes figure! Check out some examples of miniature painting done at Wicked Gaming Studios:
Monday, November 6, 2017
Solar Echoes in November (part 1)
Solar
Echoes is officially 5 years old! Well, since release, it's actually
7 years old if I count the 2 years it took to design the game,
establish Corefun Studios, LLC, get the Solar Echoes Trademark, etc.
As you may have noticed last week, there's been a 40% off sale going
on over at RPGnow.com to celebrate the 5th anniversary.
However, it expires tomorrow, on the 7th! Other than the
anniversary, though, what else is new with Solar Echoes? There are a
lot of things brewing that I wanted to share with you, so lets begin!
One thing that I mentioned in October is that I'm currently working
on another new mission, called “Operation: Broken Citadel,” which
is a sequel to “Operation: Void Hunter.” This mission will be a
continuation of the Void Hunter story arc, but you can also play it
as a stand-alone adventure if you prefer. My plan is to have it
finished sometime around Thanksgiving—I'm going to run it for the
first time ever at the Chessiecon Convention over Thanksgiving
weekend, so if you'd like to be one of the first to try it, I'll see
you there!
Friday, November 3, 2017
Game Replay Value (part 5)
I'm
glad that there are so many types of games out there to enjoy, and I
often do play through linear-experience-type games, once. But when it
really comes down to it, I like to feel that my skills are improving
at something, too, or that I can be creative and play the game in a
wide variety of ways. The types of games that inspire and reward me
the most for the time I invest are the games I've sunk many hours
into (Starcraft, Chess, Destiny, Overwatch, Diablo, Eye of Judgement,
etc). Of course, developers take a risk when pursuing this type of
game, because if the right balance isn't achieved, gamers might
decide it's either too easy or too difficult. However, the rewards to
both players and developers can also be immense, because this type of
game is the most likely type to be a massive success for a long time.
Just look at Blizzard's Starcraft, a world-wide hit for twenty years!
Thursday, November 2, 2017
Game Replay Value (part 4)
In
a sense, the reason people enjoy sports is the same reason people
continue to play the same game. The same rules, same setting, and
same "controls" provide a familiarity that inspires a focus
on skill itself. How many times have you heard people claim to be
good at a linear adventure game, like the amazing Uncharted video
game series? I certainly enjoyed playing all of the Uncharted
games--they were truly fun experiences--but after I solved one, the
only incentive to play it again was to unlock certain trophies I
missed or gain a few extra perks or weapons. The thing about linear
games is that, after you complete them, you have to ask yourself if
you really want to go through all that again, or try something new.
The focus of those types of games is more the journey and story than
the skill of the player, like an immersive movie. But how many of us
watch the same movie over and over?
Wednesday, November 1, 2017
Game Replay Value (part 3)
Another
key factor in game replay value is variation. Some video game
developers think that randomly generated environments will provide
that, but often, this backfires because it prevents the gamer from
developing specific skills. Variation that inspires replay is the
kind that is the result of the gamer's choices and actions, such as
in a game of chess. If the game feels that there are near infinite
variations for the outcome of every action, it is very likely that
gamers will continue to play the game because the experience differs
every time. Real-time strategy (RTS) games like Starcraft are
legendary and have even become popular e-sports because of the
immense amount of variation possible with each game. First-person
shooters (FPS) like Call of Duty or Destiny are also extremely
successful, and these games involve a tremendous amount of
player-inspired variation.
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