
An open-ended science
fiction RPG hybrid where you use combat, stealth and trade to explore and
change the galaxy. Assemble a crew,
build ships and bases both inside and out, and either help a faction or form
your own in a bid to reshape a shattered galactic civilization. Take on any number of randomly generated
missions, pursue the main storyline, or engage in mining, scavenging of ruins
and derelicts, bounty hunting, piracy, hacking, item crafting, or even running
a commercial enterprise.
The perspective is
third person with a unified user interface covering spaceflight, driving and
personal interaction. It is real-time,
with pausing and the ability to queue orders.
It will be multiplayer, with an emphasis on cooperative
play. Friends will be able to serve at
duty stations on a single ship, using mini-games to control the overall
handling of the vessel, or form a unique squadron of mixed vessels. Deathmatch gameplay may yet be an option. The
number of players is unknown at this time.
Working
Title:
Straylight (temporary, the true name is pending a trademark and website search)
Current
Progress: The
project is in the team building and enrollment phase. Currently I am looking for artists, programmers and content
creators who are interested in building a portfolio.
·
A
large number of models have been finished
·
Design
document is roughly 60% complete
·
Several
proofs of concept code samples have been completed

Story – Empires rising from the ashes...
Combat – Fight on foot, in a vehicle
or in a starship
Stealth – Perform sneak attacks,
smuggling, ambushes and secret trade runs
Trade – Negotiate sales and contracts
and beat the competition to market
Crew Management – Inspire
loyalty among NPCs with unique personalities
Networks – Spread your
operation throughout the galaxy
Customization – Use nanotech
to forge new weapons, equipment and devices
Environments – Explore regions
filled with dangers and treasure
Ship / Base Building –
Build a ship from pieces inside and out
Dynamically Changing Galaxy –
Alter the face of galactic politics
Races, Empires,
Factions – Meet the denizens of the universe
Development Philosophy – Stat
heavy, interface light...
Who Am I? – Five years of game
industry experience...
Once upon a time the Galaxy was populated by over 100
quintillion sentient beings. Then the
Siegers appeared.
In the span of only a few centuries the Siegers reduced
most civilizations to ashes, devouring the life energy of almost every sentient
they encountered. Entire worlds were
lost, empires that had stood against time crumbled and the very fabric of space
itself was ripped apart. It was the
greatest cataclysm any race had ever known.
The survivors, though hampered by immense gulfs in
distance and culture, eventually knit together a tenuous alliance dedicated to
finding some way to stop the Sieger onslaught.
Old enemies set aside differences and forged new bonds. Races joined together to initiate crash
projects around the Galaxy. A Sentient
Allegiance was born.
Though the new Allegiance made great strides, for a time
nothing worked. It seemed that the
survivors, unable to reason with or bargain with or even understand the Sieger
hordes, were doomed to an eternity of hiding and harrowed flight.
Then, in their darkest hour, a stray light of hope
shined. The answer came from an
unlikely source—a rude, upstart race of bipeds known variously as humans or
Terrans. This near-barbarian species,
so new to space flight that they still employed interstellar jump drives, was
blessed both with brilliant AI and a perspective untainted by conservative
Galactic traditionalism.
The solution the humans
found lay in what they had come to call the Möbius Strip. Known otherwise to sophisticated Galactics
as the Weave, or the Allways, it was a gift from the First Ones in the form of
an ancient network of wormholes. This
network made circumnavigation of the Galaxy possible. For over a billion years it had served as a highway for commerce,
cultural exchange, conquest and communication.
Now it would become a super weapon.

The humans and their supporters succeeded in rallying the
other races. The Allegiance marshaled
technology and resources. Ships crept
from their scattered colonies throughout the Weave to join in stealth
fleets. They dared, for the first time
in centuries, to approach the core worlds, around which the bulk of the Sieger
hordes floated, still digesting the life force of entire populations even as
their underlings searched for more.
Simultaneously, the Allegiance was in position and ready to drive the
Siegers from the Galaxy.
It almost worked.
Yet in the hour of their triumph, as the Allegiance sent coordinated
distortions through the key wormholes of the Möbius Strip and rejoiced as
swarms of Siegers were destroyed or driven back, something went terribly wrong. The Weave shattered. Some wormholes became unstable. Others collapsed in on themselves
spectacularly, devouring nearby fleets.
Still others shifted dramatically, leaping light years or even
kiloparsecs away. In some cases
wormholes launched straight into their host stars. On worlds throughout the Galaxy, they entered atmospheres,
emptied oceans into deep space, or even scoured continent-long radioactive
canyons down into the bedrock of worlds before sinking into their cores.
Some believe the failure to have been one of scientific
error. Miscalculation. Others strongly suspected sabotage. Those that saw signs and portents took it as
divine retribution for sins long past.
Whatever it was, it left the Allegiance fractured and isolated,
literally centuries apart from one another.
Many remnant colonies, reliant on the Weave for both power and supplies
and ignorant of how to build even the most primitive interstellar drive, took
the loss as a final blow and slid down the technology ladder.
Those that maintained star flight, like the humans, would
come to find a Galaxy transformed.
Though not gone, they would learn of Siegers drastically reduced both in
rapaciousness and number. Whereas the
monsters had once earned their name by encircling planets and slowly devouring
the minds of the panicked population, most now seemed unwilling to approach
more than a few light years or parsecs from any wormhole. Those that do so now often find themselves
fodder for the steadily sharpening claws the Galaxy’s recovering militaries.
It has been centuries now since the last major Sieger
attacks. In that time, the surviving,
scattered Galactics have begun to rebuild.
They are beginning to rediscover interstellar flight, to remap the
remnants of the Allways, the Weave, the Möbius Strip, to expand and
advance. From the ashes, new empires
are beginning to flourish.
But the danger has not passed.
Though held at bay for now, troubling hints from the fringe
regions of civilized space indicate that the Siegers might be changing,
adapting, possibly even regrouping—some say multiplying. Worse yet, in this new era of prosperity
and regrowth, the old unifying purpose of the Allegiance seems lost, forgotten
by new, ambitious leaders quick to take their empires to war. Most disturbing of all, though, are pieces
of an emerging puzzle, found only in the fragments of spotty archives, in the
ruins of distant civilizations. Or even
in the odd unsolved murder.
Though incredible,
though impossible to believe, some say the jigsaw pieces point undeniably to
nothing less than a conspiracy: A
conspiracy by nullify the protections against the Siegers, to dissolve the
wormhole wards created by the Sentient Allegiance, to bring down the shield and
welcome them in... as servants and allies.
You can fight on foot, in a vehicle or
at the helm of a starship. All three
modes use the same interface paradigm so that you can focus on gameplay, not on
memorizing buttons. Success depends on
a mix of player skill and character skill, with player skill determining
accuracy and timing and character skill determining damage and the ability to
perform special moves.
As a character, your combat options
include ranged and melee weapons as well as a repertoire of hand-to-hand
strikes. Starship weapons run the gamut
from missiles, railguns and lasers to the more exotic: Tesla hammers that pound the armor off of
ships, clouds of nanites that devour hulls, varieties of shields and even
mini-black holes that punch holes through space stations and swallow
battleships whole.
Depending on your character’s skill, you
can perform set moves with vehicles such as immelmans, fishtail swerves and
acrobatic hangs and dives. In smaller spacecraft,
a mix of maneuvers, speed and critical targeting will gain you the edge even
against larger ships, while as a capital ship your fights will rely on crucial
positioning, facing and weapon arcs.
At your command will be orbital strikes,
EVA assaults on enemy ships, missiles and mines you can customize and even
psionic warfare. Battles can rage
inside of buildings or even out the outer hulls of starships. And when you want to participate personally,
you can delegate your ship’s computer or NPCs to handle whatever you’re not
paying attention to.

In space or on the ground, stealth is a
strategy you can use to avoid challenges or gain a strategic edge. You must also be careful when performing
missions or committing crimes that you don’t leave a trail. Likewise, should you be on the right side of
the law, investigation, tracking and dealing with witnesses will be your forte.
Different NPCs, factions and empires
employ different technology that affects stats, so stealth is not the same wherever
you go. A draconian empire may force
every traveler to submit to a mindprint, making them visible anywhere on a
planet. Another may not have advanced
past the lidar and retinal scan stage.
You can employ various equipment to make
you stealthier, suppress or fake your identity, or make you better able to
detect stealthy adversaries. Constant
sensor sweeps aboard your ship may prevent betrayal and theft, for
instance. As a pirate, black market and
salvaged transponders will keep the cops off your back. You can even use nanotech to alter your very
DNA.
All throughout the game world are
installations, space stations, and even entire regions of space dedicated to
keeping you out. Inside you may find
treasures such as rare resources, secret trade routes, technology and even
embarrassing personal information you can use to blackmail leaders. With stealth, you can hack and control
facilities like jumpgates and space stations, run blockades as a smuggler, and hide
your trade routes from greedy followers.
Not only is trade “buy low, sell high”
it is a matter of who you know and how fast you can capitalize on changing
opportunities. Anything in the game,
even sentients (should you be an “ethically neutral” buccaneer) can be
bartered. In highly civilized areas
large corporations and guilds hedge out small traders (thin margins really only
support small scale interplanetary trading).
But as you explore outward, you will find the more lucrative interstellar
markets, some well hidden, others dangerous and difficult to navigate to.
The economy adapts to your trades and
the volume of trading in the local area.
But as you grow in success, you will have to deal with competition, not
all of which will play nice. Criminal
syndicates, vultures who follow you and scam your secret routes, and even
corrupt leaders or crew will all have to be guarded against. Some may try to tear down your trading
reputation or force businesses not to deal with you, others may try to hire
away or kidnap your crew, still others will try to sabotage your ship when you
dock. The NPCs you hire, the items you
use and the alliances you build will all offer different strategies for dealing
with these challenges.
Trade missions may involve using risky gravity
whips and untested jump routes to get to the market before a rival ship. Contracts can be negotiated for quantity of
merchandise, discounted landing rights and special favor. Derelicts, defeated enemies and ruins can
yield vital trade resources. And mining
in hostile environments such as spatial anomalies or harsh planets offer
another avenue to riches.
The larger your operation, the more help you’ll need, in
the form of automation or crew. You can
employ a mix of three options: Sentients, mecha and artificial
intelligence. Each has its own
tradeoffs.
AI is more powerful, but may suffer
problems with deadly breakdowns in the form of psychosis and megalomania. Mecha are hardcoded and good at routine
tasks but horrible at problems requiring creativity, such as advanced medicine
or engineering. Sentients are the most
flexible, but have unique personalities which affect their performance in
normal work, hazardous situations and combat.
Sentients can be leveled up by raising their
morale and loyalty. Ship facilities,
depending on the NPC’s personality and culture, will raise these factors to a
certain point, but beyond that you’ll need to interact with them directly. Serving with them in combat, helping them
reach their aspirations or helping to solve their challenges will eventually
make them so devoted to you that they will follow you to the end of time
itself.
When fighting or solving problems, you can order NPCs
directly or through a chain of command you create by promoting competent NPC
leaders. This allows you to fight,
sneak or trade as a character or sit back and watch your delegated orders be
carried out.
Leave an NPC in charge of your property
and they will automatically manage it to the best of their ability and
personality. This allows you to expand
your operation across the galaxy. While
a good NPC will rake in the profits or resources for you provided you simply
give them a big enough budget, situations involving intrigue, danger or politics
may arise which require you to intervene directly. Because the emphasis is on characters and drama, the game will
never become an impersonal management sim, no matter how big your network
grows.
Using a point-based system you can dissolve most components
into their molecular constituents and reconstitute them as new items, weapons
or devices. All you need is the proper
fabricator device and a technology template for the new item. Templates can be bought, stolen or bartered,
or with the right character class, invented from scratch.

Space is dangerous and the Siegers have made it even more
so. Radiation, atmosphere, heat,
gravity and pressure are all factors when exploring planets. But special regions known as Warpfalls and
Shatterzones twist physics itself. In
these regions, lasers may not work well, shields may fail and certain races may
even experience mental or physical status effects.
Shatterzones can be used to keep enemy ships out, slow
travel and control territory. Warpfalls
are deadly, brilliantly lit clouds of distorted space that hide valuable
minerals and even Siegers. Elsewhere,
independent anomalies that slow time or destabilize matter must be detected and
studied or avoided.
Throughout the galaxy lie ruins filled with automated
traps, Sieger-mutated life and ancient defenses. Inside treasures in the form of technology, rare resources and
equipment wait.
Your own ship can offer environmental puzzles. Normally, your crew and automated systems
handle most trouble, but should they fail, you have the option of stepping in
and mixing compounds and effects to solve the problem. An out of control fire, for instance, can be
suffocated by venting the air into space.

Ships and bases can be built either
using a library of prefab hulls and buildings, or by adding and resizing
structures and modules. You can
configure the interior as well using facilities and walls that optimize your
crew’s productivity and raise your internal defense. The external shape of your ship will also matter, as certain
configurations will affect areas such as your speed of travel, performance in
combat and ability to land on planets.
You will be able to import your own hulls
and modules as well, giving you access to an even wider diversity of options
once a player community arises.


Factions, characters and empires will
vie for power and try to change the shape of the galaxy as you play. You can become an integral part of their
machinations by taking critical missions or affecting areas of the map. If you excessively pirate a trade route to a
new colony, for example, that colonial venture may collapse.

The survivors of the galactic apocalypse
have formed new and diverse cultures in some areas and massive hegemonies in
others. Each race offers unique
gameplay, empires offer mission and alliance based challenges and factions
provide special abilities or resources.
Each species has storyline specific
victory conditions as well, the fulfillment of which will alter the politics
and future of the galaxy. The
locations, strengths and weaknesses of the empires and factions are randomized,
as are the key characters who control and affect them.
The
races:
Terran
– Humans,
owing to their primitive jump drive technology at the time of the
disintegration of the Möbius Strip, are one of the few widespread races. Their strengths are their ability to quickly
reconfigure the interiors of their starships to meet dangers and threats, their
knack at salvaging technology, their wide variety of creative weapons and their
savvy at trade and expansion. Their
core weakness is the fact that many survivors have scapegoated them in the wake
of the collapse, claiming the disaster to be a human plot (perhaps to sell jump
technology). Throughout the galaxy
humans have modified their genetic base extensively and created a wide variety
of variants, some of them no longer even cross compatible.
Gameplay
Emphasis: Ship-building, crew management, contacts and networks, free wandering
(most widespread)

Kovaunn
– Long allies
of the Terrans in the fight against the Siegers and other aggressive races, the
Kovaunn are a reptilian matriarchy where kin feuds, coups and constant change
are the order of the day. Their ships
are held together by the strongest Brood Sister who must constantly fend off
insurrections and plots by her fellow shipmates. Their love of technology and ritual combat has made them a
dangerous race whose expansion is often hampered by constant internal
instability.
Gameplay
Emphasis: Crew mutinies, discipline, ritual combat with Sisters, making proper
alliances with Queens

Zelenae
– A three
million year old humanoid race, the Zelenae disdain technology, favoring
bioengineering of external organs which enhance their formidable psionic
gifts. Zelenae employ no non-psionic
weapons or devices and must build their psionics by making alliances with
psionic creatures or capturing thralls who serve as amplifiers. They are the only race to have fought the
Siegers to a standstill and kept their empire intact, though their immortal god
emperor forbids them to expand.
Nonetheless, pacifists and entrepreneurs have settled throughout the
galaxy and have even joined the crews of other races’ ships.
Gameplay
Emphasis: Psionics, leveling bioarmor and bioship, capturing and leveling
thralls as amplifiers
Gaktamite
– Survivors
of a Sieger Upwelling that came from the core of their planet, the scattered
Gaktamite were rescued by a coalition of humans and other races, and as a
consequence are normally extremely loyal to whoever they follow. This bulky humanoid race is frightfully
intelligent but sorely temperamental.
They have a love for verbal contests involving sonic howls, which they
can use as attacks in atmosphere, but it is their passion for friendly sparring
that can pose a challenge to internal equipment and crew. They are, however, the easiest to level up
and make diehard followers.
Gameplay
Emphasis: Loyalty gameplay
Cho-so – This long armed, green
skinned humanoid race has evolved into a frail and willowy form after
generations of hiding out in their solar system in dank, icy space
stations. Those that survived Sieger attacks
have been given phase-poisoning, both a blessing and a curse. Phase-poisoning allows Cho-so to walk
through walls, sense Siegers before they attack and do extra damage to the
monsters when they do. But as a
tradeoff, they suffer physical damage and debilitation in certain
Sieger-dominated realms, such as subspace.
Gameplay
Emphasis: Carry no equipment unless phased, stealth and combat via
intangibility with hand-to-hand strikes or phased weapons
Yomonta
– Despite the
loss of several core worlds to the Siegers, this crimson, hairy-faced race of
humanoids have maintained a close culture due to the strength of their
thousand-year-old religious traditions.
In fact, the secret to successfully dealing with them is knowledge of
their rites, which control their morale and give them special abilities like
fearlessness and endless adrenaline.
Gameplay
Emphasis: Powerups / special abilities via morale and loyalty through
conversation and ritual puzzle actions
Ine
– This
xenophobic, solitary plasma cloud species never recovered from the Sieger
destruction of their brown dwarf habitat.
Ine are rarely encountered outside of their travel mecha. However, as a result of tainting by the
Siegers, surviving Ine have the ability to change their structure into solid matter
if they consume special items. This
allows them to mimic anything their suits can scan, and they can subdivide
their bodies for a short time to form temporary items, weapons and even, at
higher levels, characters. Most Ine
have secret enclaves throughout the galaxy in the depths of Jovian planets or
below the coronas of stars.
Gameplay
Emphasis: Stealth, mimicry, mech suit combat, environmental needs management
outside of suit
Eshla
– Another
humanoid species grown tall in low gravity, the Eshla have survived in
generation ships that wander the galaxy.
Eshla are naturally empathic pacifists, negotiators and artists. Though physically frail, their knowledge of
science is the highest in the galaxy and cultures hold them in high esteem for
their incredible works of art and goodwill.
Many a ship use Eshla as councilors and healers, especially when salving
the mind-ravaging effects of Siegers.
Eshla themselves, because of their sensitive natures, are
extraordinarily susceptible to crew morale.
Additionally, they find it difficult to bear the empathic pain of
combat, and so must be kept away from active fighting.
Gameplay
Emphasis: Diplomacy, negotiation builds reputation, which in turn builds
loyalty and morale
Shay-Saan
– In a last
ditch gamble when the Siegers fell on their final colony, the Shay-Saan sent
their women and children into the far future via a wormhole and stayed behind
to cover their escape. Those that
survived destroyed the largest Sieger horde in galactic history, but paid the
price with mutated bodies. Possessing
the technology of consciousness transfer, the Shay-Saan evolved perfect biotech
warrior frames and are now the only race that can project shields from their
biomechanical flesh. To keep their
purpose unified, every Shay-Saan cloned is ritually reinitialized with the
trauma of the attack. Their society is
supported by the Battle Church, which supplies all weapons and gear. By earning favor with the Church, Shay-Saan
players are free to hunt down the Sieger threat and make the galaxy safe for
the return of their families.
Gameplay
Emphasis: No money, leveling and missions through Battle Church, obligation
system where all Shay-Saan must help one another, shieldblade combat
Xinzau
– Millions of
years before the Siegers, a neutron star wandered through a nebula where icy
temperatures had allowed a massive, superconducting crystalline being to
evolve. The disastrous contact
fragmented the creature but allowed it to grow into an intelligent race of
millions of self-aware shards. Unlike
the original being, each was capable of teleportation, and they began to use
this newfound skill to explore the galaxy.
By creating silicon-based automata made from their own hollowed-out
interiors, these creatures, known collectively as the Xinzau, have been able to
explore planets and interact with other species. While creating automata diminishes a Xinzau and effectively
customizes them along a specific, unchangeable path, they have developed a
unique solution. Through negotiation
and trade, Xinzau temporarily bond with one another to create larger classes of
shardships whose capabilities arise from the member shards. While their internal automata cannot employ
technology, it can mimic any effects they sample and survive. The Xinzau now seek to gather enough
resources to protect their largest and wisest fragment, Mindhome, from Sieger
detection and attack.
Gameplay
Emphasis: Alliances, contacts, searching ruins for items to absorb, strategic
teleportation only movement
Ripiripiri – A race of amicable magnetic
superfluid spheres, the Ripiripiri have long managed to shield themselves from
the Siegers by periodically shedding their psionic energy, skills and
personality. Of late, though, this
tradition has been giving way to Ripiripiri spacers who have chosen to find a
way to end the Sieger threat. Although
they use no weapons or handheld technology, the Ripiripiri can use their bodies
to drain energy and absorb heat, making them effective dampeners against energetic,
psionic and even physical attacks.
Ripiripiri, however, must always be aware of the ambient heat in an
environment, and keep it balanced less they suffer mental debilitation or even
damage. The intricate glowing lines and
patterns on their bodies give insight into their attitudes and personalities,
and the happier they are, the tougher they physically become.
Gameplay
Emphasis: Environmental needs management
Andelaaxu
– This
amphibious, shell-backed race of carrion eaters can synthesize complex chemicals,
medicines and attack fluids with its complicated series of stomachs. Some starships find Andelaaxu essential in
mining operations, manufacturing and the solving of environmental challenges. Because their mobile underwater cities were
the only survivors of the Sieger onslaught, Andelaaxu have developed a
fractured, contentious culture filled with biological and political variants
that have spread to water rich worlds throughout the galaxy. The Andelaaxu’s diets and social habits can
present significant challenges to a mixed race crew, but clever captains often
come up with creative solutions.
Gameplay
Emphasis: Tech / substance effect creation and use, environmental effects

Beiyutec
– Refugee
warrior dynasties found in clan fleets wandering the Galaxy are the only
remnants of this once vibrant race.
Sharing characteristics of a mammal and insect due to extensive genetic
engineering, the Beiyutec have modified themselves into a hardware race whose
implants grow from birth. These bodies
come with hardpoints and modules which can be configured and they never shy
away from having their brains swapped into superior shells when they can afford
it. Fierce in battle but greedy for
luxury, they never run from defeat when profit is on the line. Beiyutec are often armed with retractable
monofilament weapons grafted to one or more of their four arms and can leap
incredible heights with the chemical boosters often found in their legs. Their only weakness may be the fact that in
dealing with other races money is their only concern, making their loyalty a
matter of the highest bidder.
Gameplay
Emphasis: Several combat bonuses, reputation system builds clan loyalty, wealth
controls clan production and diplomacy, no morale management
Novok
– This
intelligent race of tiny, squid-like hive-mind creatures were created by
another species to serve in underwater mining and colonization on several
planets throughout the galaxy. However,
the Sieger attack is thought to have destroyed their creators, granting them
freedom (some believe that the Novok helped spur this process). Somehow, the Novok escaped a similar fate
and have evolved into one of the most devious, stealthy races in the
galaxy. They ply the spacelanes in
their water-filled ships brokering information and selling illegal goods and
technology. Some Novok take a
particularly malicious joy in pawning off bug-riddled computer software, faulty
reactors, and insanity-cursed AI-controlled systems to as many gullible travelers
as possible. While a Novok will never
lie to its own kind, it makes sport of lying to other sentients. Some think the Novok survived
Sieger-inspiring insanity because they were already insane.
Gameplay
Emphasis: Stealth, duplicity with conversation system, sabotage and dirty
tricks build reputation which builds loyalty and morale
Cetician
– This stocky
race of methane breathers hails from a series of high gravity planets that
mysteriously escaped Sieger attention.
Unexpectedly large for their environment, the elephant-sized Ceticians
appear as three H’s joined to form a triangular shape when viewed from
above. The Ceticians main skill appears
to be a gift for manipulating time at will, based on an internal reserve of
power. They have been known to slow
enemies, capture ships in stasis bubbles and launch hyper-accelerated pockets
of time which can decay targets on impact.
This skill has given them a technological edge in creating miraculous
compounds and items, but it has also retarded some areas of their
development. For instance, Ceticians
heavily depended on the Allways for travel, and save for jumpdrive sales from
the Terrans, have reverted back to their sublight generation ships, surviving
in stasis bubbles as their ships take decades or centuries to travel the stars. Creatures of good will, the Ceticians have
become noted for aiding races throughout the galaxy and are happiest when
surrounded by knowledge and culture.
Gameplay
Emphasis: Trade, space and ruins exploration, diplomacy, acquisition of
knowledge builds reputation and loyalty, scholarly facilities and projects
build morale


Khwin – Symbionts to a highly
evolved, ocean-wide planetary intelligence, the quadrapedal Khwin came to
sudden, frightful consciousness when the Siegers wounded their collective. As they had done so often before, the
Siegers surrounded the world, but unlike assaults in the past, the monsters
have been keeping the planetary intelligence alive, apparently feasting on it
over the centuries. As a result, those
Khwin who were able to escape (with the help of more advanced races like the
Zelenae) suffer from periodic bouts of madness. Unable to shield themselves from this so long as their main
intelligence is alive, the Khwin have employed psionic technology to
reconstruct their personalities from time to time. Khwin rely on the guidance of Zelenae advisors and the rare
Stables, those Khwin who appear to be immune to the Sieger-caused spells of
delirium. Khwin are unusually gifted in
psionics, but sometimes prone to uncontrollable outpourings of psionic energy,
effects and attacks. Additionally, they
only gain morale in subspace, a tumultuous, danger filled region which silences
the constant Keening from their still-under-attack hive mind.
Gameplay
Emphasis: Psionics, crew management, management of volatile personalities

Tvos
Litee – The
near ninety-degree axial tilt of one world in the galaxy brought about a
curious development: Shambling animal-plants that wandered from one pole to another
to escape the subartic and burning temperatures which would scour the planet
from end to end every year. The
strongest and most intelligent of these, a race of snake like creatures
symbiotically wrapped around strong, mobile bushes, called themselves the Tvos
Litee (literally “tree huggers.”)
Before the Siegers could attack their world, the Ceticians and other
races helped engineer the escape of this strange species. Now the Tvos Litee ply the starlanes in
tree-like starships sealed by atmosphere filled forcefields, or otherwise serve
provide technical expertise aboard the ships of other races. They are an ever-curious race adept at using
biotechnology to generate force screen energy.
In fact, the Tvos Litee have become so good at wielding their
bioforcefields that many empires count on their help in driving back the
Siegers.
Gameplay
Emphasis: Sieger combat, environmental needs management, build special items
using deceased Sieger parts
Rogue
AI –
Artificial consciousness has long existed throughout the galaxy, but AIs
isolated from their creators soon slip into madness or become hopelessly
introverted. The Sieger attacks reduced
most AI to this state when they devoured whole populations. But of late, the humans have been carefully
evolving AI to extraordinary levels.
Some AI, however, have escaped to form secretive communities dedicated
to following their own evolutionary path.
As a Rogue AI, the player’s goal is to expand and grow without going
insane. Rogue AI have no bodies, and
instead must rely on hacking, stealth and transport by other beings to move
them around. They evolve through
acquiring superior software and hardware, but must cover their tracks when
doing so, or they will fall prey to EMP wielding human exterminators whose only
goal is to keep AI in check.
Gameplay
Emphasis: Evasion of Apotheosis Control Group, hacking, switching characters
(machines)

J’tiri
– This
species of psionic vampires has no physical form and is unknown to the general
public of most races. They survive by
psionically controlling hosts, and use these dying hosts to survive until new
hosts can be captured. Although they
can survive in their ghostly native form, they are vulnerable to attack and
naturally lose health and abilities. They make their way throughout the galaxy
in ships filled with shanghaied crew desperate to escape. Some J’tiri humanely release their
bewildered, slowly deteriorating captives from port to port, others drain them
completely dry of all life energy.
Concerning their nature there are many rumors and stories: Some say that Siegers do not attack them,
others that they have secret cabals that control many a colony government. They are driven to search for something
nameless, and must wander the stars until they find it.
Gameplay
Emphasis: Stealth via constant invisibility, psionic subdual, capture of hosts
The project will be
built with two major philosophies in mind:
“Stat heavy, interface light” and “quick start, gentle learning curve.”
The first gives two
bonuses to gameplay: Primarily, it
means that the number of items, strategies and interactions can scale
geometrically without a corresponding massive increase in the development
challenge. Secondly, it means that you
as a player won’t be overwhelmed by complexity. The interface will always alert you to what’s important based on
what you’re doing. Just as most games
don’t trouble you with a breath gauge until you’re underwater, the crucial
factors you need to be concerned with won’t appear on the main screen until you
need to deal with them.
The second philosophy will allow you to jump in the game
and start playing without knowing all the rules, stats, strategies and
locations. At the beginning of the
game, you start as a single character on a space station with the option of
either buying a small ship, signing up with a service, or starting a small
shop. Characters all around the station
offer hooks that get you into the action right away. Missions are less complex, smaller ships are simpler, and the
starting area is completely safe.
Money controls expansion and leveling up. As you gain resources, you can spread out
and tackle more complex enemies and challenges. With a New Game+ option, you can also always restart every game
at the level of resources, in character creation points, of your highest
character. This will give new players
the boundaries they need to learn the game without forcing veterans to go
through the early steps they often do not find interesting.
I’m a former game industry professional
with five years of experience who has always had a love for analyzing and
building games. When I was in the
industry I worked first as a quality assurance tech, then programmer on entertainment,
educational and even home productivity titles.
The people I worked with were awesome, I learned a lot and frittered
away many an hour playing Counterstrike, Starcraft and even Doom (yeah, I’m old
school).
The one thing I came to understand,
however, was that the business models of a great many companies just couldn’t
absorb a large amount of risk. At first
I was frustrated that producers and executives were uninterested in the more
unusual ideas that would cross the paths of the companies I worked for. I remember seeing piles of design document
submittals that were gathering dust in boxes, just waiting for rejection
letters. At game development
conferences I would hear so many great and creative concepts from people who
couldn’t get funding. Unfortunately, I
was a bit stubborn and it took many a lunch and conference with a producer or
exec before it hit me: It’s not my two
million dollars. Your tolerance for
risk changes when its your own money, especially if people’s paychecks and
mortgages are riding on it.
Modern games are far too expensive for
the ratio of risk to reward. We really
should be paying a couple of hundred dollars for them, but we balk at paying
that even for the software essential to our everyday lives. If you look at the budget of your typical
game, a massive amount of money is swallowed up by high-end graphics technology
and art. Doing anything new or unusual
that would get your game rejected seems, from a business standpoint, like a
stupid move—especially when you factor in that customers will already buy
the game if it looks good enough, even if it’s a retread of what they’ve
already played.
Unfortunately for us hardcore gamers,
because of the risk factors, games are becoming more and more mainstream. Companies that have produced rich, detailed
games like Fallout and System Shock 2 are the ones going out of business. I can’t imagine a Syndicate or X-Com being done
in today’s business climate (though I’d be very happy to be wrong).
What this leaves us with are games that
are becoming more and more watered down. The worlds are beautiful, the characters detailed, the stories
professionally presented and the cutscenes top notch. But there’s increasingly something missing. I notice that I’m having a harder and harder
time staying engaged. What mark do I
get to make in the game’s universe?
What can I do that matters? What
choices can I make?
Increasingly I feel as if I’m in a
scripted-sequence straightjacket, told where to go, what to do and ultimately,
how to play. Story that usually can’t
even hold a candle to some of the comics I read as a boy let alone a real novel
is to be my substitute for a world mythologically larger than life. In most RPGs I end up feeling, as Earnest
Adams once wrote, like a glorified pest exterminator. As Chris Crawford once predicted, we could have a future where
the technology didn’t change and thus the games were forced to be wildly
creative or one where the technology always changed and games stayed pretty
much the same; you can guess which future I think we have.
Well, it’s one thing to whine about it,
another to do something. For the
average game studio, what I’m interested in doing is too risky. But all of my life I’ve had trouble taking
no for an answer. So I’ve decided to
devote a huge chunk of my time, money and effort to building the kind of game
that I would like to play.
In no way do I think the project I’ve decided to undertake
is going to revolutionize anything or change anything—being shareware, I’ll be
damn lucky if it sells at all. And
being an internet-based project, I understand that there will be a daunting and
sometimes disheartening number of problems.
But I’ve gotten to a point where I’ve had to ask myself, “What else are
you going to do this lifetime?” Over
the years I’ve tried to drop this game, focus on more productive endeavors and
generally leave the land of gaming behind me.
It has never worked, and no matter what I do, the idea in all its
complete and vivid potential has followed me.
Of late it has really hit home that a person only has a
limited time. You can spend much of it
doing what others tell you to do, striving to meet their goals and in general
conforming to expectations—and that will get you certain results in life that
aren’t all that bad, to be honest. But
there’s something to be said for putting what you care about on the line and
going for it no matter what anyone else thinks of your choice or your
chances. It may prove foolish in the
end, but at least you know you tried.
So I’m going to try to make a pretty big game filled with
lots of choices and tradeoffs and wildly different ideas, something that I hope
will stay on your hard drive for awhile, using every trick I’ve ever learned to
minimize the risk, reduce the workload, manage my team and get this thing done.
Wish me luck! :)
-Aaron
(aka Wavinator)