One thing I noted with the submarine
directions was that it was also related to what I'd been doing
originally. Several years ago, I wrote a Solar Echoes novel (still
unpublished) that, at one point in the story, described a very
involved starship dogfight with a squadron of ships. Believe me,
tracking each of the good guys and bad guys was not easy, especially
when they were swarming around each other. I'm pretty good at
visualizing things, though, so I was able to describe it well enough
that my beta-readers all said they were able to follow it. What I did
then, though, was to make the “stationary” reference point the
starship itself. All directions were relative to the position of that
starship's perspective. When calling out to a wingman for help
against an enemy, the commander of that starship would indicate the
enemy's position relative to him, which would help the wingman spot
the position of the enemy once knowing where his ally was positioned
in space. When referencing an enemy attacking his wingman, he would
give directions based on the wingman's position rather than his own.
It was a little rough, but at the same time, it helped the reader
visualize positions without complex references. I also used the
standard 12-point directions of our clock for directions, rather than
degrees of a 360 circle. In the visual novel I'm writing, I intend to
do the same, though I have brought in some of what I've learned from
my Navy friend.

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.
Tuesday, July 31, 2018
Monday, July 30, 2018
Navigation in Space (part 4)
There's a reason things are done in
Star Trek the way they are. I've spent some time, myself, as a
helmsman aboard the Enterprise in the VR game, Star Trek: Bridge
Crew, and it made me question starship navigational tropes. Why do we
focus so much on X and Y coordinates (360 degrees left to right) and
very little on Z (height and depth?) It's a paradigm we are
accustomed to, because we've grown up in a world with sea level as
the median, the upper atmosphere as our ceiling, and the ocean floor
as our maximum depth. In the Star Trek game, it's not much different,
and though you can theoretically fly any direction, starship
engagements basically remain in a 2-dimensional flat plane. Sure, you
can raise and lower your depth some, but for the most part, you are
fighting along the X and Y axis, ignoring the Z most of the time. Yet
as some of you know in the famous “Star Trek: The Wrath of Khan”
movie, Captain Kirk outsmarts his X/Y-thinking enemy using the Z axis
to his advantage. This is why I turned to my Navy friend, who
explained to me how directions are conducted underwater in submarine
maneuvers. In a submarine, directions would be given like this:
“Helm, come to course 270. Diving Officer, make your depth 200, 10
degree down angle.” If an enemy sub was sighted: “Contact S-9 is
bearing 090 with a 0-degree angle on the bow,” which means another
vessel that is 90-degrees to the right and is heading directly at
you. Using the 360 degree XY circle for directions and establishing
an angle for depth or height on the Z axis (though without the sea
level reference point) are definitely useful navigational directions
for a starship pilot.
Friday, July 27, 2018
Navigation in Space (part 3)
Without a fixed point to reference like
the north pole, sea level, or the north star, flying in space can be
a little...disorienting. If you're in a starship traveling in space
and detect another object floating out there with you, you need
reference points. It was suggested to me that the nearest fixed point
in space, such as a nearby star, be used to calculate X, Y, and Z
coordinates. I learned from the aerospace engineer that one of the
newest methods being used currently involves a typical triangulation
method for position determination, similar to our GPS technology. It
uses interstellar Pulsars as points of light (actually X-rays) that
are emitted from the poles of pulsating Neutron stars. However, this
becomes problematic when your starship transitions to an area where
there is a nearer star, or a nearer set of Pulsars. Imagine the
problem of trying to calculate position effectively when moving back
and forth between these areas, where one star/pulsar is the nearest,
then another becomes the nearest, then you fly a loop and end up
nearest to the previous one. Constantly changing reference points in
this situation would be confusing to the poor captain trying to call
out directions to his equally confused helmsman. Imagine the
difficulty of flying an RC helicopter away from you, then turning it
around to fly it towards you, where suddenly many of the directions
become inverted because of its new facing. All of this can become
insanely confusing. That's why I turned to a friend who spent a lot
of time in the belly of a Navy submarine...
Thursday, July 26, 2018
Navigation in Space (part 2)
I need to address a standard in most
scifi, especially in the space opera genre that Solar Echoes falls
into. You've seen it hundreds of times: a captain sitting in his
chair calling out to the helmsman to fly the ship this direction or
that. This is a romanticized cliché that has stuck around in scifi
for decades, likely popularized the most by the Star Trek series. The
idea of a captain calling out orders to people working together to
fly a gigantic space ship is somewhat reminiscent of a captain on the
deck of a sea-faring vessel, calling out orders to his swarthy men.
It's no wonder that this trope has continued in popularity over the
years, and yes, I use it in Solar Echoes as well; it's fun, and it
gives every player a role on the starship when playing the tabletop
game. However, this is obviously a very impractical means of flying a
starship. Even current technology will make all the navigational
calculations and adjustments necessary without a word being said. The
idea of putting your hands on some type of steering wheel or digital
helm control is a concept imposed by our current, modern day
experiences, but far into the future, it is very unlikely that
starship navigation will look anything like that. Despite knowing all
this, however, I'm sticking with the traditional captain and helmsman
because...it's fun!
Wednesday, July 25, 2018
Navigation in Space (part 1)
One of the things I keep running into
when writing about starship travel is the need for some kind of
navigation system. The problem is something you might not think of
initially, because we have fixed points of reference in our lives
right now—there's the North Pole, sea-level, and even the North
Star (Polaris, the brightest star in the constellation of Ursa
Minor). When I write starship battles, however, the usual terms used
for navigational reference are no longer practical. The subjects are
well out into the depth of space, far away from any of these static
navigational references. And, because Solar Echoes involves FTL
(faster than light travel), they are often far beyond their solar
systems, out in deep space. How does one make reference to where you
and your enemies are during a starship dogfight? After doing a lot of
reading and consulting with both a friend from the Navy (who spent a
lot of time in submarines) and an aerospace engineer, I have made
some progress. It's an involved discussion, but I'll do my best to
share over the next few days.
Tuesday, July 24, 2018
Random week of updates and other stuff...
Ok, so I guess this topic isn't random
since it's still concerning the visual novel game, but I've been
“auditioning” artists all weekend and for the last couple days. I
posted an ad in a forum on the deviantart.com website, where lots of
talented artists display their work. I've had an overwhelming
response, despite my requirements (such as I won't work with anyone
outside the U.S. because of payment and legal issues.) There are a
lot of really talented artists that are interested, but I've had to
turn some of them down because either they weren't in the U.S., or
their art just wasn't the right fit for John Fell's character art
that I'm using. I've been taking a sample of their online art and
then have pasted one of John's characters over it to get a good
representation of whether or not it's a good blend. What I'd
originally thought would work well (cel-shaded art) doesn't entirely
fit with John's style, which is a bit of anime blended with realism.
I'm still trying out different artists and am waiting to hear back
from a few I've notified of my interest. It has been hard to select
some artists because they don't have any art of the sort of thing I'm
looking for, but I can still see potential there. Price is also a
factor, as I have a limited budget for this project...though I am
considering Kickstarter. If I did a Kickstarter campaign, do any of
you think you'd be interested enough in the game to support it?
Monday, July 23, 2018
Random week of updates and other stuff...
This week will be a bit random with my
postings, but I'll be back to normal next week with consistent
topics. Today, I'm just going to mention something I've been doing
regarding the progress of the Solar Echoes Visual Novel game. One
thing I found essential was the ability to communicate my ideas to
the others working with me on the project, and a flow-chart or
“mindmap,” as some call them, was needed. I tried out different
free programs, one which was called Freemind. It wasn't quite what I
was looking for because it didn't allow cross-linking. I settled on
the Draw program available through the free OpenOffice.org word
processing software, and it's really easy to use. See the attached
example I just threw together in 5 minutes. For a complex,
choose-your-own-adventure visual novel like I'm planning, it was
important to be able to provide visual representation of this for
others, and for myself! You should have seen the crazy thing I had
diagrammed on my giant dry-erase board at home. I could read it, but
others had trouble reading it from the photos I sent them. This draw
program will do just fine!
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