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The Sounds of Star Trucker Pt.1

Save & Sound has arrived! For those who’ve never heard of it, this is a fabulous online event that celebrates audio in video-games and showcases some incredible talent across a truck load of awesome new games.

During the previous event Randall Breneman made us this fantastic video about the tracks he wrote for Star Trucker.

This year we have an audio deep dive from super talented Ross Stack. It ended up a bit chunky so we’re splitting it into two parts to be posted across the first two days of the event.


We hope you enjoy this little dip into Star Trucker’s audio production and the secrets of our sounds!

- Monster Dave

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[h2]Intro[/h2]
Hi. I’m Ross, lead audio designer at Laced Audio and the person responsible for the sounds you hear in Star Trucker. That includes everything from all the little beeps and warnings in your truck, to environmental space anomalies, and most importantly, the sounds of your truck engines.

But before I delve too deep into the details, let’s go back and talk about my first steps as a sound designer on Star Trucker.


[h2]Finding the Sound[/h2]
When I first heard the elevator pitch for Star Trucker I was immediately sold on the vision for the project. A space trucking sim with a killer rock and country soundtrack with a cast of memorable characters to encounter along the way! Star Trucker was one of those rare projects that so perfectly aligned with my own creative interests, it was impossible for me not to get immensely excited to work on it.

My first experience of the game was seeing early captures of the truck driving gameplay. At this stage, the layout of the truck and core functionality was mostly the same as it is in the final release, save for some cosmetic details and extra modules. It was immediately clear, even from these early gameplay captures, that the truck was essentially going to be the lead character of the game. As such, it was the first thing I focused on as a sound designer.

After a few brainstorming sessions with Dave and Dan, we had outlined a rough idea of how we wanted the truck to sound. Early on, we spent a lot of time discussing the balance of sci-fi, versus more realistic, familiar sounds, and where on this scale the star truck would fit. We established that we wanted to lean into a more realistic approach. We wanted your star truck to feel like a tangible, living, breathing machine held together with nuts and bolts. Personally, I liked the idea of trying to convey a certain fragility in the truck, constantly reminding the player that this thin metal shell is the only thing separating them from the void, so they better take care of it!


[previewyoutube][/previewyoutube]^ Audio pre-vis supplied to Monster and Monster for sign-off of on audio concept


I started by mocking up sounds to the gameplay captures as if I were tracklaying sounds for linear media like TV or film. This approach is always quite freeing and allows you to establish a creative direction early in a project that can serve as an anchor point as you progress.

That said, throughout this process I’m always thinking about how these sounds are going to be implemented in a technical sense. Full disclosure here, I spent four years working as a sound designer on Elite: Dangerous, and I’d be lying if I said I didn’t let some of that experience inform my approach to Star Trucker.

To keep the sounds of the truck grounded and realistic sounding, most of the characterful source sounds for the truck engines actually come from a variety of vintage trucks such as a 1979 Mack Semi.




Using these realistic source sounds is really useful for adding an authentic flavour to the star truck, but one of the problems that you run into is that when you start modifying the pitch of these assets too much during gameplay, the illusion can be broken, and they actually start to sound unrealistic.

We’re so accustomed to hearing the sounds of combustion engines, that when we’re presented with a facsimile of this, we can easily tell it’s a fake. To combat this, I added some subtle synth and turbine layers to the sounds of the star truck to gently pull it away from sounding overtly truck-like. These new layers responded much better to being pitched up and down at runtime because they didn’t have so much complex frequency content, allowing them to serve the function of conveying speed, whereas all of the real world source sounds give the star truck the sense of character.


[h2]Implementation[/h2]
Once the Monsters were happy with the previs, I started breaking the truck sounds down into separate looped layers, each describing individual elements of the inner workings of the truck such as thruster loops for pitch, yaw, roll, engine idling layers, engine acceleration layers etc.





One of the things I needed to consider was how the truck would sound based on whether you were in first person or external view. This resulted in having to design separate sets of sounds for both perspectives. All in all, I ended up with about 17-20 SFX layers for just the truck movement alone. This might seem like a lot, but during gameplay generally only hearing 6-8 of these layers at any one time.

Let’s talk about how these sounds are implemented. For the Star Trucker project we chose to implement the audio using a relatively new middleware solution called Sonity. It ended up being a cost effective solution which enabled us to quickly get up and running with some relatively complex audio implementation.




Above you can see how Sonity allows us to group multiple sounds together, each with their own parameterisation for pitch and volume based on real time data from the truck, and then essentially trigger all of these sounds as one event.

The key to imbuing the truck with a sense of realism was in fine tuning these pitch and volume curves along with the relative balance of all layers so that they feel responsive to player input but also provide useful feedback as they drive. For instance, as you accelerate from stationary, there is more emphasis on bassier truck layers, rumbles and shudders so that you feel the weight of the star truck as you slowly gain speed. These layers then fade out over time making way for mid-centred engine sounds that convey a truck at cruising speeds.

Check back tomorrow to learn about the mix & non-diegetic music!

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https://store.steampowered.com/app/2380050



No Trick, Just a Treat!

As mentioned in our October Update, spooky season is well and truly here and to celebrate, we have a new customization pack rollin’ out for Star Trucker.

This pack will be FREE until 23rd November so be sure to grab it asap. It’s our way to say thank you for all your support at launch and sticking with us while we continue work on custom control mapping alongside other quality of life fixes and exciting new features!




This pack features:

  • “Flap Jack” Paint Job
  • “Bat Attack” Hood Ornament
  • “Gothic Edge” Truck Grille
  • “Summoner” Sensor Manifold
  • “Mitered Fang” Exhaust Stacks


Once unlocked, customization items will be available to equip for free from the Body and Paint Shops.

You can grab the “Hallows’ Eve Customization Pack” here.








https://store.steampowered.com/app/2380050

DevBlog #12 - October Catch-up

Dave here with a chunky update for you all.

Firstly, thank you again for all the support so far. It’s been wonderful watching the community coming together to help each other and we’ve been enjoying reading through suggestions for future content.

Regarding our initial plans for Star Trucker, phase 1 is progressing well. We’ve squashed plenty of bugs and worked through some initial issues in v1.0.41.0 so it’s now time to start talking about the next update and beyond…


[h2]Is It Ready Yet?[/h2]

Almost! We are currently testing the next update. There’s been a substantial amount of work under the metaphorical hood to enable custom control mapping so there’s A LOT of stuff to triple-check but we’re nearly there.


[h2]Custom Control Mapping[/h2]

Possibly the most requested Star Trucker feature. The work on custom input bindings has been a bit of a slog but we’re pretty happy with the first iteration of this system.



Why has it taken so long? Well, for many different reasons. Let's break it down a bit...

LOTS of inputs across multiple control modes
  • 1st Person Driving
  • 3rd Person Driving
  • CB Radio interactions
  • Cab interior Walking
  • Cab interior Zero-G
  • Space walk Zero-G
UI needs to dynamically update based on custom bindings
  • Game interactions
  • Control helpers
  • Tutorial prompts
There’s a looooong list of strings to localize into our supported languages
  • Custom binding options
  • Binding pop-up prompts
We need to make sure the game remembers your inputs
  • Save custom input bindings for both M&K and controllers
  • Ability to revert to default settings
We wanted to make sure you could update bindings mid-game

We wanted to do some groundwork for future controller support

The other thing to note is that we’ve primarily focused on custom inputs for controllers and US QWERTY keyboards. This was to make sure we could get the update out in a timely manner. In subsequent updates we hope to support alternative keyboard layouts.


[h2]Extended Controller Support[/h2]

As mentioned, work also continues towards supporting a wider range of input devices.

Although HOTAS and joystick compatibility is a little way off, the upcoming patch will support the following controllers on Steam…

  • PS4 DualSense Controller
  • PS5 DualSense Controller
  • Switch Pro Controller

When playing with one of these you should see the appropriate icons in-game and be able to re-assign controls via the new Custom Control Binding screen.




[h2]XP Progression & Just in Time Jobs[/h2]

We've been monitoring XP progression since the last update and agree with players that XP rewards, especially later in the game, are lower than expected.

Another issue we’ve been tracking is JIT jobs causing frustration among some players. Although they were always intended to be a slightly more complex job type they are not really fulfilling their role quite as intended.

To that extent we’ve begun work on refining these jobs and rebalancing XP rewards. These changes are taking longer than expected and won't feature in the upcoming patch but should roll into the following update alongside a bunch of other cool new stuff.


[h2]Bug Squashing[/h2]

We’ve also been working through various issues the community has discovered on their travels. Many of these are smaller QoL things but we’re also tackling some larger, trickier, issues.

A couple of fixes have made it into the next update, but most of these need more scrutiny and will land at a later date. As always though, we’ll be sure to list any fixes in the patch notes.


[h2]PosterSpy X Star Trucker[/h2]

In non-development news we’re teaming up with PosterSpy to commission some bespoke artwork for Star Trucker!



We’ll be picking x3 artists from a shortlist next week so if you'd like to be considered please check out the Star Trucker commission page for more details.


[h2]Truck ‘n’ Treat[/h2]



Lastly, spooky season wouldn’t be complete without a little trick n treating! So make sure you check back later this week for a bonus blog post and what we hope will be a fun little reveal…

Until then, laters alligators!

- Monster Dave

Update 1.0.41.0 is now live!

Greetings Star Truckers!

The game has been updated to v1.0.41.0 bringing with it a range of bug fixes & balance tweaks. These should help provide a fairer and more consistent experience as you haul cargo across the stars.

Need to Know


Firstly we should mention that some of these fixes will only start to resolve themselves as you play. As existing jobs and cargo time out, newly generated jobs should behave as expected.

You will also notice that green and gold power cells that already exist in your cab will keep their existing charge despite an increase in capacity. However, any new power cells you find or buy will start at their new maximum capacity.

The last thing to note is that by fixing a bug in the reward calculations you will now receive higher cash payouts but less XP. We’ll keep an eye on how this plays out and if required work on a more nuanced economy and progression pass for a future update.


Balance


  • Power Cells are now better value for money
  • Reduced fines for abandoning most jobs to 50% of job value
  • Kept fines for abandoning valuable jobs at 200% of job value
  • Essential items, such as Power Cells and Air Filters, now spawn more often in regular shops
  • Jobs now correctly calculate rewards which results in more pay but less xp
  • Increased maximum charge for green and gold power cells


Side Job Fixes


  • Fixed issue where “Junk in the Trunk” could get stuck
  • Fixed issue with “Rendezvous” sometimes not starting correctly
  • Fixed issue with “Perfect Timing” showing an incorrect destination
  • Fixed issue with “Hit and Run” failing to redirect players back to Vexmont
  • Fixed issue where some side jobs didn’t show "Wait for CB Call" prompt on the Convoy screen


Sector Fixes


  • Fixed issue preventing access to two dropzones in Darkside
  • Fixed issue preventing access to a weigh station in Enigma Belt
  • Fixed an issue where reloading a save in Haze Way would disconnect multi-trailers


General Fixes


  • Fixed issue where job rewards were not calculating correctly
  • Fixed issue where the job board was not showing the correct reward values
  • Fixed issue with weigh stations ignoring your cargo capacity skill level
  • Fixed issue with some jobs giving you trailers too big for a dropzone
  • Fixed issue preventing saving after dying during warp
  • Fixed issue preventing warp gates from working after a recovery
  • Fixed issue with some asteroids having larger collision areas than intended
  • Fixed issue where under some circumstances items vanish from containers on reload
  • Fixed issue with recovery services not repairing the truck to 50%
  • Fixed issue with map not showing a black market location
  • Fixed various string and localization issues
  • Fixed issue with oversized Panel Trailers generating in multi-trailer jobs resulting in some drop zone deliveries being impossible


Optimizations
  • Electrical and Atmospheric Cloud optimizations
  • Spark City Station and Tommy T Diner optimizations
  • Various platform and girder LOD optimizations


Miscellaneous
  • Updated Power Cell labels to reflect their quality ( e.g. Power Cell ++ )
  • Tweaked wording on the New Game screen
  • Added a spooky season surprise!


Wrapping Up

As mentioned in a recent blog post, some of these issues have only been found thanks to the keen eyes of the community. So please continue to report issues and oddities to the Raw Fury Support Desk so we can keep squashing them.

Lastly we'd like to take a moment to thank you all for the continued support and patience during our first weeks out in the wild. We hope you'll stick with us as we work on further refinements, content and new features.

10-10 'til we do it again!

- Dan & Dave ( aka Monster and Monster )

Star Trucker joins the Planes, Trains and Automobiles Fest!

Cars, bicycles, motorbikes, buses, boats, scooters, wagons... and of course, TRUCKS! If you love vehicles in games, the Planes, Trains, and Automobiles Fest is made for you.



And to celebrate the event, we have updated our official soundtrack with a Disc 2, containing a selection of atmospheric sounds to chill out to.

https://store.steampowered.com/app/3088930/