Post by uberwiggett on Apr 25, 2018 7:28:26 GMT
Star Jacks
STARJACKS is a 3rd person space adventure game. A Star Jack is a space mercenary, misfit adventurers who will take on hazardous missions for pay and prestige. Pick from a selection of proc-gen' characters to fill out your 5 mancrew and travel the galaxy completing quests. Liberate star systems from oppressive tyrants, bring much needed supplies to sick colonists, and discover the secrets amongst ruins of long lost ancient civilisations.
The player will pick their team leader and supporting crew, and then have the ability to manage their capitol ship. From this ship, they can then travel to different solar systems, and explore the planets there-in for quests to fill their coffers and up their fame across the galaxy. The new found fame and fortune can offer them the ability to upgrade their ships and equipment, as well as grow their skillsets, but it also makes them a more noteworthy target to the malevolent forces across the galaxy.
There are three levels the game is played at, the first is the main galaxy map. A whole host of stars are procedurally generated at the beginning of each new game. Each of these stars is assigned a numerical ID and is selectable. The Player can select which star system they wish to travel to next, creating a history path behind them (denoted by a line to show where they've been.)
The second is the star system map. Once they arrive at a new star system, another procedural generator triggers and fills the system out with a star (or two!), planets, asteroids and space stations and any other space floaty junk. The seed ID is stored against the starsystem ID, so any return travel to the area will bring up the same info. The player can steer their ship directly in this mode, and travel freely between each location. This allows them to come into contact and engage in ship to ship space battles with enemy armadas. When the ship reaches a point of interest (planets, stations etc) they can scan them for any quests/info. This scan will generate a quest based on a chance chart.
The third level is the landing party. Once a quest has been selected, the player will have the ability to send their crew to embark on the quest. This could mean landing on a planet or space station and completing a series of objectives. Once those objectives have been achieved, the players can return to their ship with the bounty, and purchase upgrade components or equipment, or train new skills.
That's pretty much it for the whole game. As the player progresses in fame for their actions, they will increase their chance of running into a nemesis force. When they reach a star system and engage this force, it will trigger a new epic quest. This quest-line will continue over several galaxies, influencing chance generations on other planets etc. It will go from engaging armadas to tracking down the high command of the nemesis force and destroying their main base.
This setup relies heavily on procedural generation techniques, however once the initial generation is done, it just draws from the database. This reduces production time for pregen material. By setting a table for different quest points, quests can be generated procedurally to match the crew loadouts, and offer challenging gameplay without giving a brick wall scenario.
And as you might see from the video, the rock track is actually the music for the game. I'm planning on including a galactic radio station that narrates your achievements and plays sweet tunes to rock out to. I have wanted to make a cartoony space game reminiscent of the 70s/80s era cartoons and movies, mixing rock and heavy metal tunes over crazy comic action. Originally I was going to put it off for some cartoon models but synty released a pretty neat scifi pack that I think works well enough. The radio station will have a dj and a mix of tracks, kind of like the fallout games, and will have some dynamic cutouts when in space combat. It will also have a visualiser built into your hud, as I want music to play a big part in this game.
Step 1: pick a star system to fly to

Step 2: Pilot your ship to the planet/space station you want
Step 3: Land and complete your mission for cash and rewards!


subject of course, to change depending on how many brick walls I hit
STARJACKS is a 3rd person space adventure game. A Star Jack is a space mercenary, misfit adventurers who will take on hazardous missions for pay and prestige. Pick from a selection of proc-gen' characters to fill out your 5 mancrew and travel the galaxy completing quests. Liberate star systems from oppressive tyrants, bring much needed supplies to sick colonists, and discover the secrets amongst ruins of long lost ancient civilisations.
The player will pick their team leader and supporting crew, and then have the ability to manage their capitol ship. From this ship, they can then travel to different solar systems, and explore the planets there-in for quests to fill their coffers and up their fame across the galaxy. The new found fame and fortune can offer them the ability to upgrade their ships and equipment, as well as grow their skillsets, but it also makes them a more noteworthy target to the malevolent forces across the galaxy.
There are three levels the game is played at, the first is the main galaxy map. A whole host of stars are procedurally generated at the beginning of each new game. Each of these stars is assigned a numerical ID and is selectable. The Player can select which star system they wish to travel to next, creating a history path behind them (denoted by a line to show where they've been.)
The second is the star system map. Once they arrive at a new star system, another procedural generator triggers and fills the system out with a star (or two!), planets, asteroids and space stations and any other space floaty junk. The seed ID is stored against the starsystem ID, so any return travel to the area will bring up the same info. The player can steer their ship directly in this mode, and travel freely between each location. This allows them to come into contact and engage in ship to ship space battles with enemy armadas. When the ship reaches a point of interest (planets, stations etc) they can scan them for any quests/info. This scan will generate a quest based on a chance chart.
The third level is the landing party. Once a quest has been selected, the player will have the ability to send their crew to embark on the quest. This could mean landing on a planet or space station and completing a series of objectives. Once those objectives have been achieved, the players can return to their ship with the bounty, and purchase upgrade components or equipment, or train new skills.
That's pretty much it for the whole game. As the player progresses in fame for their actions, they will increase their chance of running into a nemesis force. When they reach a star system and engage this force, it will trigger a new epic quest. This quest-line will continue over several galaxies, influencing chance generations on other planets etc. It will go from engaging armadas to tracking down the high command of the nemesis force and destroying their main base.
This setup relies heavily on procedural generation techniques, however once the initial generation is done, it just draws from the database. This reduces production time for pregen material. By setting a table for different quest points, quests can be generated procedurally to match the crew loadouts, and offer challenging gameplay without giving a brick wall scenario.
And as you might see from the video, the rock track is actually the music for the game. I'm planning on including a galactic radio station that narrates your achievements and plays sweet tunes to rock out to. I have wanted to make a cartoony space game reminiscent of the 70s/80s era cartoons and movies, mixing rock and heavy metal tunes over crazy comic action. Originally I was going to put it off for some cartoon models but synty released a pretty neat scifi pack that I think works well enough. The radio station will have a dj and a mix of tracks, kind of like the fallout games, and will have some dynamic cutouts when in space combat. It will also have a visualiser built into your hud, as I want music to play a big part in this game.
Step 1: pick a star system to fly to
Step 2: Pilot your ship to the planet/space station you want
Step 3: Land and complete your mission for cash and rewards!
subject of course, to change depending on how many brick walls I hit
