Campaign Design - Searching for Clues in a Sandbox of Gigs

Much of the intervening time since our last big set of prototype updates has been spent solidifying the format for StarCaster's campaign, which has been extremely tricky to approach owing to the unique issues that our spacefaring setting and high-tech source material brings with it. In a typical JRPG there is a certain loop that players experience: Get a task in a town or safe zone that requires you to travel to a dungeon. Travel to said dungeon across an overworld, overcoming light hazards along the way. Go into the dungeon and make your way to the bottom, where your…

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UI Mockup - Combat

UI Mockup - Combat

Short post today sharing a quick mockup of the ingame UI. It's a work in progress and won't be finalized until it's built in Unity, but I felt the need to block out a quick version of it in Photoshop before attempting to make a functioning wireframe owing to a few design elements that are unique to StarCaster. Much of this layout is pretty standard, but the commands and actions needed just a little bit of thought. The idea behind this system is that characters each have at least two pieces of gear that each have a sort of "…

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Running Before We Walk

Running Before We Walk

Progress on the prototype for StarCaster is proceeding at a slow but steady pace as we build up the core of the game. Here's a quick video of progress on the movement and character animation systems. It's at this point that I'll clarify that I didn't initially have that much depth of familiarity with Unity's animation system, being that the majority of 3D games I've worked on have been in Unreal -- everything else I've done in Unity has been 2D, and usually my projects circumvent mechanim with an alternate animation system rather than using it. It was therefore necessary…

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Prototype Character Art (Ft. The Regressor)

Prototype Character Art (Ft. The Regressor)

In the foreword, I shared the basic premise for the game as the shared adventures of Nick, Chris, and Ariel; a bounty hunter, a techno-con artist, and a street performer who form the core crew of the StarCaster. While there are other characters who will join them in the future, we decided early on that these three are the center of the experience we wish to build as the ones who most often aim to misbehave. And, we've got prototype art for them! Courtesy of Mark Jenkins, AKA The Regressor. Mark is a 3D artist with a penchant for creating…

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Foreword

This one's been a long time coming. Greetings. I'm Mike Prinke, technical designer and director of StarCaster, a space opera RPG that I've wanted to put together ever since I started learning to develop games. 11 years later it finally begins with this dev blog. What This Game Is StarCaster is an RPG following the story of three outlaws: Nick Caligo, a bounty hunter from the rough end of space; Christina Temran, a con artist technician with a flare for elaborate heists; and Ariel Nova, a street performer and one-time cybernetic guinea pig who harbors a secret power. Together onboard…

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