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STOKADI: BEHIND THE SCENES

With the Stokadi unlocked by our Kickstarter stretch goals, the hoped-for launch set of species is complete!

We’ve mentioned before that we aimed at a “breakfast club” set of characters: a bubbly one and a big jock, a slacker and a mischievous misbehaver and a nerdy type… the set would not be complete without a shadowy goth.

In the very earliest of the documents, these were actually just nicknamed “the shadows,” for lack of a better name. But we drifted fairly quickly towards vampirism as a trope, since a) well, they’re popular and we are not shy about pandering and b) there’s a strong aesthetic there.

But we found ourselves wrestling with the fact that in the real world, gothy looks are mostly about fashion choices. Well, and pale skin. And that meant that our first tries were all very much just… purplish humans with angular features. It wasn’t getting across what we were looking for.



We explored a few alternate directions trying to break away from the basic issue that there wasn’t enough distinctive in the physical silhouette to make the species really stand out. Some of our experiments had a lot of character, but didn’t stand out enough from either the basic human, or possibly even the Fae or Elioni at a distance.

We also experimented a bit with a look that in the end felt too fishlike, like it overlapped with the Hansians.



Eventually we hit on the idea of using bat wings as signifiers and trying to use them in various ways to make the head shape more distinctive. I am particularly amused by the bat wings over the eyes – not very intimidating, it instead looks like they won’t be able to see where they are going. Maybe they use sonar, I dunno.



The idea of using the head to really make the Stokadi distinctive led us to explore much more vampiric head shapes, something that pushed more in the direction of classic movie monsters.



The trick here is that stats show that for whatever reason, people tend to prefer to play attractive female characters, even if they don’t mind playing somewhat monstrous male avatars. So we would need to find a way to make the female version work.

We still have work to do to pin down the way the Stokadi will look. We have been exploring going with really big bat ears, rather than using bat wings as headgear, but to be honest we aren’t really ready to show some of that art just yet. That’s why they were the last of the stretch goal species to be unlocked!



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

The Stokadi have certainly learned what it’s like when people live in unfair circumstances. Their homeworld was covered in a perpetual fog, and powerful oligarchs had robbed ordinary people of riches and resources. After entering the Garden, many Stokadi are focused on making life fairer for everyone.

Stokadi fashion reflects their sense of humor about the weather. Darker palettes are a “true reflection of the world outside,” while more colorful ensembles are displays of “wearing one’s optimism that tomorrow will be brighter.”

The powerful Stokadi oligarchs slowly amassed Revenia’s precious resources over several centuries. As they took control over the meat supply, the rural clans rose up against the city-states. The skirmishes between the two over meat, called the Flesh Wars, were hard fought and seemingly endless, and the have-nots continued to starve. Entering the Garden gave the Stokadi the much-needed resources the oligarchs had stolen from them.

Weirdly, they’re into hyperpop music.

FIRESIDE CHAT: KICKSTARTER PROGRESS AND… ADD-ONS?

Welcome to a new Fireside Event with Rick, Dave, and Light! Last 48 hours of the Kickstarter campaign! What will be next?

There is also a new build called Procedural Creatures Updates… what’s new?

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BUILDING SYSTEM UPGRADE

We’ve watched you build. A lot. And although you sometimes use the building systems and pieces in ways they were originally intended, it’s the spectacular things you create by using them in ways that we didn’t expect that lead to the most stunning creations.

So we want to adapt our building system to better embrace and enable the way you’re actually using it.



[h3]MORE PRIMITIVES. MORE CUSTOMIZABILITY. MORE FLEXIBILITY.[/h3]
You are using our current Fabricator tile set as (basically) as a set of primitives. You’re rotating and duplicating them to create shapes we never envisioned, and it's marvelous.

So we intend to lean into that.

Instead of creating sets of building tiles so that you have “high tech”, “rough-hewn lumber”, and “industrial modular” doors, walls, stairs, ramps, etc., we’re going to change things up so that:

You get more primitives (arcs, triangles, rods, discs, spheres.) that you can rotate and fit together to make as many different shapes as possible.

We’ll let you size the primitives, potentially even allowing non-proportional stretching.

We create a system to let you apply colors and textures to those primitives so that you can create any look and feel you desire.

We work on the Instaformer so that it can create shapes beyond simple blocks, like 45-degree angles, half-blocks, and potentially more after we do more R&D work.

Under the hood, we create a system that groups the primitives you use together into single objects so that our servers don’t drown in the number of objects you’re using (but it’s done in such a way that you, as the player, never really notice because you can still edit things individually).

Going forward, our art team focuses on creating “detail props” that just simply can’t be assembled through use of primitives. That list is likely to include things like lights, animated objects (like doors that open/close) and other elements to add detail, animation and life to your builds.

[h3]ADDITIONALLY[/h3]
Of course, we’ll fix the bugs with the building widgets that exist today, but we also intend to dramatically change the Instaformer block/wall/floor selections to allow a selection volume instead. (You can drag the selection to any cube-sized volume.) Then add copy/paste to that volume selector (that captures Instaformer blocks and Fabricator primitives and detail props) so you can more easily dupe larger sections of work.

We’ll also be adding a way to save and preserve your builds into Blueprints that can be saved for the future or sold/gifted to fellow players.

We will also add free rotation as an option while building so that you can smoothly rotate an object to any facing, but be able to “toggle the grid” on/off so you can snap to a facing also, if desired.

When coupled with the ability to move Homesteads like Fabricator objects (using the widget to move the Homestead object precisely, even vertically), the builds you make should be astounding.

[h3]IN SUMMARY[/h3]
When we started this process, we found a picture online that we liked and we aimed at making it possible to build that image. Unfortunately, we’ve lost the source of that image and no longer know the source for it, but we include it here to show that vision, as well as to include a shot of a build you’re already doing with existing tools.

You’re close already. With the building system upgrade we’re talking about here, we expect you to be able to do that much, and a lot more.

An inspiration image pulled from the net a couple years ago (source unknown) that shows what we wanted the building system to be able to accomplish.

Where you are already, with only a handful of building tiles and cube-like Instaformer blocks.