1. Stars Reach
  2. News

Stars Reach News

HANSIANS: BEHIND THE SCENES

We just unlocked the Hansian species as one of our stretch goals for our Kickstarter. We have been working on developing the other species we want in the game for a long time now, and have always hoped to have eight in place. Eagle-eyed players spotted the appearance of a Hansian in our recently posted lore story “Interdicted.”

When we started out, we set in place some guidelines for player species:



We had to stick to relatively humanoid shapes, so that we can share all the clothing and other assets across all of them. For a small studio, having eight times the load on every player animation, piece of clothing, or hairstyle would be prohibitive. We knew that players would probably be a bit unhappy about this, because everyone loves variety, but it’s just a reality of development.



We also wanted each species to represent a bit of a personality archetype we could play with – something easy for players to identify with, but also something they could contradict and play against. For the Hansians, this is very much about being a free-spirited, go-with-the-flow people.Many of the concepts we worked on didn’t have that vibe: they instead came across as stern, or old, or threatening, none of which were the personality type we wanted.

Lastly, we also want all our player species to be cosplayable on a budget. There are designs that are just outright very hard to make work as costumes, and we want to think for the long term and plan for success.



For all of our species, we have been quietly running focus tests with small groups for years now. A lot of the images you see in this article are from those tests. We would provide a few alternates to the panels, we’d ask them to rank them against each other and also against other species, and so on. The written feedback would inform the directions we took.

Our earliest versions were very very fishlike, but feedback showed that relatively few people actually want to play as something quite that alien. The farther you go from human, the more important it is that the result be compellingly cute or appealing in some way.



The breakthrough came with the image above, what we ended up calling the “princess” take on the species. We had always wanted to reflect the colorful variety of tropical fish. In fact, we used cosplay reference where the cosplayer used glitter makeup applied through netting to create the illusion of scales. That ended up reflected in the speckled pattern on the forehead.

That first take was visually appealing and hit the marks we were aiming for, but it wasn’t really set up to work with character customization, which adds an additional layer of constraints. This is where you move from pure concept work unbound by restrictions and more in the direction of pre-production, where you have to make some compromises in order to achieve the feature set you want. So the next stage was all about iterating in ways that got us the features and still captured the spirit we wanted.

In the end, we are pretty happy with where we landed – including the ways in which we can push color, support diverse hairstyles, and support varied body shapes.



[h2]HOMEWORLD: BONSURF[/h2]
[h3]CULTURE[/h3]

Hansians learned to “go with the flow” from their nomadic ancestors. Once one large tribe, Ancient Hansians learned to live with the whim of their planet, whose weather patterns and currents left Hansians sailing in search of dry ground. The nature of change and “going where the water [i.e., life] takes you” is something Hansians appreciate, and everyone from philosophers to artists to scientists to pop singers have waxed poetic about it.

Hansians are also big on sharing, something else they learned from their ancestors. Because Ancient Hansians were often low on resources, if they did not make sure everybody had enough to eat or proper clothing, friends and family wouldn’t survive. While sharing is an important part of Hansian culture, there is a phenomenon dubbed “Hansian caring,” which is the equivalent to the Terran “Minnesota nice.” Sometimes, one just wants to be selfish, even though it’s taboo. Hansians are great at hiding their selfishness and willingness to not want to share.

Homeworld Bonsurf limited Hansians to mostly seafood, fruits, and vegetables. Going off-world exposed them to the wonders of other cuisines and ingredients, and many Hansians consider themselves foodies. Hansians have their own takes on the cuisines they’ve been introduced to. They find noodle and pasta dishes especially versatile and an excellent showcase for traditional Hansian ingredients. Hansian ramens are popular dishes across the Garden.

APPEARANCE CUSTOMIZATION FOR CRAFTING

You’ve only seen “basic crafting” so far, and it’s not even complete yet. So let’s start this article with a brief overview of the sections for crafting.

[h2]ACQUIRE THE RECIPE[/h2]
Recipes are known by everyone (with rare exceptions). But having the skill to actually craft that recipe is something you have to unlock by climbing one or more of the Artisan skill tree branches. Once you know how to craft something, you go to the next step.

[h2]CHOOSE YOUR INGREDIENTS[/h2]
Different resources have different characteristics. The recipe you’re building will result in an item that is greatly influenced by the characteristics of the ingredients you choose to use. For example, using Aluminum in a tool might influence its weight, but using Titanium will make it stronger, and Cobalt might change the appearance of the weapon in interesting ways. Additionally, the Titanium (for example) that you find on “Rodin IV” might differ significantly in statistics from the Titanium you find on “Gaiamar”.

Once you’ve decided which resources to use, you’ll use the basic crafting system to make the item. After it’s created, it is stamped with your Maker’s Mark and you’re done with the basics.

At this point, you’ve already made some appearance choices, depending on the ingredients you chose and how they are applied to the item. (For example, that laser pistol barrel that you used Cobalt for might have a blue sheen to the metal, whereas if you made it from Iron instead, it might appear a gunmetal grey. Did you choose wood or metal to make the pistol grip? Etc.)



[h2]ARTISAN CRAFTING[/h2]
When you decide to push your design forward with more effort, you enter into the Artisan Crafting section. There’s a lot to this section, but suffice it to say that what you’re doing here is tinkering with the design and trying to find ways to make the device more efficient, the widget stronger or lighter weight, or the clothing more durable (as examples).

The process isn’t foolproof and you might even end up destroying the item you’re working on, but the goal is to make something that’s a standout achievement, a truly Artisan-level item.

Once you’re successful at that, then you finally get the option to fine-tune the appearance of that Artisan item.

[h2]ARTISAN ITEM APPEARANCE CUSTOMIZATION (THE STRETCH GOAL!)[/h2]
Your device is already stamped with your Maker’s Mark, but there’s a lot more you can do to customize the appearance of your items.

Every crafted item has regions on it that can be visually customized with appearance paints, dyes, and you can even select from textures. It doesn’t matter if you’re making a power station, a shirt, a quantum rifle, or a starship engine, you can craft the appearance to be the way you want it at this point.

From clothing to weapons to tools, you can colorize and texture your items extensively.

There may also be some modular aesthetic choices you can make as well (like swapping out a barrel or power supply style, or having a high collar on a coat instead of a low one).

Everything can be aesthetically customized…even building tiles.

When you’re done with all of your aesthetic choices, you can then name your item, and write a description for it, all of which will be available for your customers to see if you sell it to them (or just to make you grin when keeping it for yourself).

Since players are always interested in both stats AND appearance, and because you, the crafter, get experience based on how often a player uses the items you create, it is absolutely in your best interest to create things that are strongly appealing to other players.

These aesthetic and lore elements you add to your items will definitely assist you in the goal of becoming a world-reknown crafter.

We did a deep dive into extreme modular functionality, but the crafting process
was inordinately complicated and the art burden was just too great. Maybe next game. 😉

AFTER THE KICKSTARTER

Stars Reach will be a free to play game at launch, with a Property Pass that you buy monthly. The Property Pass gives you the ability to own land within the game.

As with other F2P games, there will be an MTX Store. We are opposed to pay-to-win and are avoiding it in our business model.

The gameplay features that you get to on your owned land will also be available via public facilities for all players.

You can earn a loyalty currency through game play which can be used to obtain Property Passes (and other shop items), so you won't necessarily have to use real money to get them. You can also share homesteads with other players, or trade or gift Property Passes.

Join us! www.kickstarter.com/projects/starsreach/stars-reach

STARS REACH AUDIO INSIGHTS: PART TWO

By Kurt Larson
Audio examples available on StarsReach.com

In the first post I outlined our overall approach to audio and why we do it that way. With all that in mind, here we can take a deeper dive.

[h2]DETAILS[/h2]
Within the over-arching role audio plays in a game, different layers of audio have different jobs, goals, and effects. I'll talk about some of them here:

[h2]SFX[/h2]
[h3]TOOLS AND WEAPONS[/h3]
Audio for tools and weapons reinforces and rewards player agency. I believe that when the player is doing something with their (character's) hands, the feedback should be rich and rewarding. For this reason I am putting special attention and much resources into this component. For featured, often-used sounds such as this, it is very important to provide a great deal of variation to avoid the sound becoming tiresome. This is mainly achieved through randomization, and layering, and just having many different versions of a sound available.

For something like the Excavator beam sound, I have several different layers set up. Each time you turn the beam on, all seven layers play. But each layer has twenty-or-so different variations. Each of these is chosen at random by the sound engine each time you turn the beam on. Even with just two layers, that would be 400 slightly-different-sounding variation. With seven layers, it's 1.28 billion variations. They all sound recognizably similar, but never exactly the same, so your brain doesn't stick on the exact sameness and make you feel distracted.



Sounds which are non-continuous, such as gunshots, are easier, because you just fire the group of sounds and you're done. Most of the fine-tuning work comes with continuous, looping sounds, like our beam tools. (Excavator, Harvester, heat and freeze rays, etc.) This is where repetition becomes a problem to be solved. Even though variations are chosen at random, if we just looped those variations, after a while you'd start to notice a recurring, repetitive pattern. So for most of the layers, I took a long evolving varying sound and cut it into many sections of between 3 and 8 seconds each. Then one of those is randomly chosen, played, and cross-faded into the next randomly chosen one, and so on. You may, if you listen carefully, recognize little details which you've heard before, but it will likely never play in exactly the same pattern twice. It's not impossible, but by the time it does, you would likely not remember having heard that exact pattern before. Repetition in audio is only a problem when it grabs your attention.

[h3]CREATURES[/h3]
Audio for creatures, especially creatures which interact with the player, is a huge and important undertaking. As our creature design is still evolving, and since we have been focusing on weapons and interactive objects, enemies in Stars Reach do not currently have any audio. But we are thinking about it.

Most creature vocalization audio in most games and movies is built up using recordings of real-life animals. No matter how alien or supernatural or bizarre the creature is, people respond best when they have at least some sort of recognizable sound as a starting point. (Think Chewbacca) I'd like to go beyond that a bit, but not so far that the voices of the creatures no longer speak to the player. One thing I intend to try is blending real-world animal sounds with completely other types of sounds, using a convolution reverb. (https://www.bhphotovideo.com/find/newsLetter/Convolution-Reverb.jsp)


I also want to try to give each of our creatures its own emotional profile. Like a personality, but more primal. The key here again will be variations. With footsteps you can get away with eight or even five. (I usually use twenty) With vocalizations it's better to have at least 30. The general rule I have observed is: the more personality a sound has, and the more it speaks to the player, the more variations you need.

[h3]UI[/h3]
User Interface sounds are the ones you will hear the most. Counter-intuitively they require the least variation. Why?

My sense of it is that UI sounds are pure abstractions. They represent abstract concepts and actions which are, crucially, not representing something "physically" happening in the game world. It also helps that they are usually very short. As such, hearing the identical same sound every time you open a particular window may not be the best possible sound design, but it is often good enough. Even if you go for a very organic sound set, like, small wooden doors, drawers, and latches being opened and closed, for example, you still can tolerate a fairly high degree of repetition. In fact, the need for close similarity between the variations is quite high for UI audio. Each sound is a symbol for an abstract concept, like opening an inventory window or hitting an 'OK' button, and as such it needs to reliably signal the intended concept. Our UI sounds try to use the same sound for similar things, such that opening a window will always sound similar, but quite different from, say, hitting a 'Confirm' button.



[h3]BGA - BACKGROUND AMBIENCE[/h3]
Background Ambience is all the layers of sound which represent the physical environment in which the character is located. Stars Reach provides a tremendous opportunity to create intricate, intimate background ambience which can continuously change, smoothly and meaningfully. Whereas a more classic game might only have a stereo background track which changes to a different one when you cross the border between the Ice Zone and the Lava Zone, the worlds of Stars Reach are continuously changing and evolving. Since they can be driven by naturally-patterned weather, environmental, and planetary data, and since we can tie all those data into the audio system, we can and will do things like:

Around sunset, we can gradually cross-fade a strong afternoon wind with a gentle evening breeze
As the player moves from a dry, desert environment to a higher-elevation forested biome, we can cross-fade different wind, start up some birds singing, turn on some light reverb-echo from the sound bouncing around in the trees, and you will likely hear some water flowing in some areas near streams.
When rain happens, you'll hear it. Not just the rain sound starting up, but birds will mostly stop singing, wind will change, footsteps will take on a bit of a squelchy tone, etc.

As one moves through different biomes; to a more humid or more dry area, subtle filtering changes can occur which can make all the audio sound slightly muffled or slightly crisper.

Since our worlds will have seasons, our audio will respond according to the weather, temperature, humidity, and other data as the seasons change.

The possibilities are endless, but you get the idea. The important thing is that all this audio behavior can occur naturally, automatically, along with the evolving behaviors of our living worlds, rather than being pre-planned, scripted transitions.

In the third and final post, I’ll talk about voice-over and music.

_____________________________________________

With all this attention to detail in our sound design, we are building an immersive and evolving audio experience that brings Stars Reach to life in a way that feels natural, dynamic, and deeply engaging. Every footstep, every tool activation, and every distant creature call is crafted to enhance the player's connection to the world.

But none of this happens without support. If you are as excited as we are about the depth we are bringing to Stars Reach, we need your help. Our Kickstarter is live, and backing us now means you will be a direct part of making this experience a reality.

By pledging, you are not just funding development. You are shaping a living and breathing universe where sound reacts, adapts, and evolves alongside you. Join us on this journey and help us push Stars Reach to the next level.

[Back us on Kickstarter today!] https://www.kickstarter.com/projects/starsreach/stars-reach

Every pledge counts, and we cannot wait to bring you more updates soon. Thanks for your support!

OUR KICKSTARTER IS LIVE, AND THE PROJECT HIT THE 1ST FUNDING GOAL IN AN HOUR

We have exciting news to share. Our Kickstarter is officially live, and thanks to your incredible support, we hit our funding goal in just one hour!

We are beyond grateful for the overwhelming response. Your support proves how much this project means to you, and we could not have done this without you.

[h3]LET’S KEEP THE MOMENTUM GOING![/h3]
Reaching our goal is just the beginning. Every extra pledge helps us improve the project, add new possibilities, and bring you something truly special.

If you have not backed us yet, now is the perfect time to join in. Every bit of support helps us push further and deliver something amazing.

[h3]BACK THE KICKSTARTER NOW![/h3]
https://www.kickstarter.com/projects/starsreach/stars-reach

Thank you for being part of this journey. Let’s keep the momentum going and see how far we can take this!