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Colony Ship: A Post-Earth Role Playing Game News

Dev update #4 - Hydroponics

The Hydroponic Division was originally conceived to adapt Terran plants to the anticipated environment of Proxima Centauri. Extensive gene-editing was employed to develop resistance to alien fungi and pests, and accelerated adaptation hacked into the plants' genetic code.

Like many other critical systems, Hydroponics was abandoned during the Mutiny. The carefully cultivated flora and fauna was left on its own in harsh environs designed to propagate rapid and brutal evolutionary cycles. When men returned to reclaim Hydroponics, they discovered an environment as wild and hostile as any Earth jungle...





Frogs are already used in agriculture as a form of biological pest control as they have a healthy appetite for insects and are highly resistant to insecticide. Plus they have a wide range of natural abilities: jumping, toxic venom, hallucinogen, even retractable spikes (the wolverine frog), which would make them a top choice when it comes to cost-effective terraforming.

The frog is a 'hard to hit, easy to kill' critter (high evasion due to the small size and mobility, low hit points and no damage resistance). They will attack in packs and come in 3 varieties: bullfrog (leg biter that will go for the throat when a character is knocked down or down on one knee), poison spitter, and psyker (fucks with your head from a comfortable distance). It's a low level critter that prefers easy prey (i.e. low level, poorly equipped parties). They aren't very aggressive and won't attack unless threatened. When you run into them for the first time, they'll be busy feasting on a corpse. If you want to go through that corpse's pockets, you'll have to kill the frogs first.











That's all for now. Merry Christmas and a Happy New Year to you and your families!

Multiple Quest Solutions

We continue working on quests and mechanics, aiming to start beta-testing the first 3 locations in Dec and release on Early Access in March next year.

Since you're here for some screens, let's illustrate multiple solutions in combat-heavy scenarios and show our new turret. As you probably know, the starting town's conflict is between Jonas representing freedom, Deadwood-style, that some might call lawlessness and Braxton representing law & order that some might call gubment telling folks what to do and – to add insult to injury – charging tax for the privilege.

It won't be much of a spoiler to tell you that the conflict ends up in a shootout, but what if open assault isn't your style? Then (upon request) you'll be tasked with preventing the locals from coming to Jonas' aid while Braxton's forces do all the heavy lifting. So that's two very different options already but the design miracles don't stop there.

Once you go down that path you get 3 new options: diplomacy (which in turn branches into relying on Impersonate to con the local yokels and Persuasion to convince them that resistance is futile), combat (in case you change your mind and decide to fight after all), and a mix of thievery and jury-rigging. There's an old turret there that's been stripped for parts. You can explore the nearby area while you have time (Lockpick will help a lot here), find the parts and some ammo, and use your Computer skill to fix the targeting module.


^ the last option won't appear unless you fixed the turret. Let's go with 1.







Now let's go back to the beginning and pick option 3 (fire up the turret)



And finally some combat:



That's it for today. Next month we'll show you the Hydroponics and hopefully announce the upcoming beta-test. Stay tuned.

If you like what you see, please Follow and Wishlist the game on Steam, since you're already on this page. Thanks in advance!

Turn-Based Stealth System

Role-playing means different things to different people. To us, it means handling quests and obstacles in a manner fitting your character. You can solve all your problems with violence, you can talk your way through the game, 'making friends and influencing people', or you can rely on stealth (and science) and have a lot of fun in the process.

One of the early quests tasks you with recruiting Lord's Mercy and her gang for Braxton (more on the conflict here link, written by Primordia's Mark Yohalem himself).

The (relatively) easy way is to convince Mercy to switch sides, but it requires skills like Persuasion and Streetwise. If you fail, you'd have to kill her to weaken Jonas, which will be a very hard fight as you'd have to fight the entire gang in their 'fort', where the negotiations take place. Obviously, if Mercy and her gang are a valuable ally in the upcoming fight for the control of the Pit, they need to be appropriately tough.

Alternatively, you can sneak inside, assassinate Mercy and leave before anyone realizes what happened.


^ Mercy's 'fort'

If you decide to practice your manipulation skills:




^ reference to the previous quest




^ the disposition meter tracks the person's reaction and shows your progress toward helping people see things your way

Back to stealth:


^ you can climb up and take out the guard on that little balcony or go past the guard on the lower level. The alert bars above the guards' heads are temporary. Our focus was on the mechanics, not the interface and presentation. The good thing is that it seems to work well, so think of it as a foundation to build on (with your help) not a finished system.





An overview of the mechanics:

1) Tiles - when you enter the stealth mode, all tiles around guards are automatically assigned detection values. If your sneaking ability (the skill and modifiers) is greater than the detection value, you remain undetected. Thus, green tiles are safe to walk on, red tiles means instant detection and combat, yellow means higher chance of detection (if you end your turn there, you'll be instantly detected at the beginning of the guard's turn).

The detection values are determined by the distance from the guards, which way they're facing, their Perception, and thermal vision gear, if any. High sneaking ability turns more tiles green and opens up more options.

2) Noise - each step and action (lockpicking, climbing, using computers, killing guards in stealth mode, etc) generates noise. Not a whole lot of noise to instantly alert the guards the moment you do something but enough to add up over time and raise the guards' suspicions. The higher the guards' Perception, the faster the alert bar is filled:

0-24: Unaware
25-49: Suspicious (a warning to the player)
50-74: Alerted
75-100: Searching

When a guard is alerted, he turns around towards the last noise generated, so if you are close he'll see you (meaning a lot of green tiles will instantly turn red). When a guard decides that it's time to investigate, he moves towards the last noise generated on his turn. If the meter reaches 100, he "interrupts" your turn and turns around immediately.

Each state past Unaware raises the difficulty of killing in stealth mode.

3) The higher your sneaking ability (skill, feats, gear) the longer you can stay undetected and the more you can do. To put it simply, if your quest goal is to steal an item from a chest nearby but there's another chest in a room down the hall, it will be relatively easy to get to the 'quest chest' but much harder to get to the optional chest (without starting a fight you may or may not be able to win). So specialization will definitely pay off.

You can reduce the noise you generate (Sneaking and feats like Ghost: -1 noise per tile, actions generate half the noise). Heavy boots and armor will increase the noise, so dress light and not get caught in your underwear.

4) Takedown aka instant killing – if your takedown value is equal to or higher than the guard's defensive rating (Con, Evasion, Alert level), you kill the guard. If it's lower, you do X points of damage (modified by different factors) as a consolation prize.

You can only use knifes and daggers for takedowns. If your favor clubs and axes, you can start a combat with the element of surprise on your side (think Sneak Attack).

That's about it for now. Thoughts?

Dev update #3 - the Armory

We're wrapping up the Armory (the second location), so we can finally show you something other than the starting town. Let's start with the intro:

With row after row of gutted depots, the Armory stretches before you as a shell of what it once was. The mutineers hit it fast and hard, overrunning the surprised security forces and stripping it of supplies. Weapons and armor meant for the future colony flooded the Ship, turning the Mutiny into a full-fledged war. The Ship Authority held its own in the end, keeping control of the lower decks, but at a great cost that went far beyond the Armory's lost supplies.

Your destination lies ahead – a reinforced door flanked by twin auto-cannons drawing on a seemingly inexhaustible power supply. No one made it past during the Mutiny, and no one's made it past since. Like the proverbial flaming sword outside of Eden, it sits as a guardian, a symbol of ancient strength, and a promise of marvels beyond.


You get the access card from Tanner (as mentioned in the combat demo), so getting past the automated security on that floor will be easy. However, you'd have to get past the local thugs first. You can fight or talk your way through or simply sneak past them. Multiple quest solutions are one of the cornerstones of our design philosophy.




^ click to see the full version of the image

- The old dialogue box at the bottom of the screen wasn't big enough to fit all the text and PC options in more heated conversations, so we went with a vertical setup. It's still work in progress (we switched to it a week ago) so feel free to offer suggestions for improvement. I can't say I like it but it's either this or what we had in AoD or using a scrollbar to make sure you see all the options.

- We wanted to show the skills (you can see them leveling up while talking) but you'll be using all skills not just speech and there's no room to fit them all. Maybe something like index tabs on the side?

- On the dialogue design itself: in AoD it was easy to fail a check and end up dead or in combat. In Colony Ship failures and successes modify the disposition, giving you a chance to recover from your mistakes. For example, this reputation check leads to 3 outcomes:

low rep: disposition -2

“You high or somethin’?” Sharp Face asks, grinning wide. Clearly, he’s a man who appreciates quality entertainment.

medium rep: disposition +1

“Big words,” says Sharp Face, licking his lips. “The fuck you want here anyway?” The sudden change of tone indicates that he no longer sees you as an easy mark.

high rep: disposition +4

“Easy there, friend,” says Sharp Face, raising his palms to show he comes in peace. “No need to get all worked up over a joke. So, uh, what brings you here?” The forced casualness makes it clear that you’ve been promoted from prey to rival.

Let's show him the card instead:



Choosing a non-tagged line doesn't lead to a failure either.



Once you get past the thugs the door is all yours:



The access card doesn't give you the keys to the kingdom. If you want to fully explore the Armory you'll need to beat retinal scanners on lower levels. At some point in the game the Armory will become your base of operations and you'll have to reinforce it (not base building but using scavenged parts) and defend against attacks.

Here's what you came here for - a mysterious device that starts the main quest:



Random tidbits for those who read Playboy for the articles:

- We updated the engine from 4.22 to 4.25, which fixed a lot of minor engine-related issues without introducing new ones (well, except for some minor font issues – see below, but that's manageable).

- We implemented 'guest' mechanics when an NPC temporarily joins your party, bypassing the party limit. You control them in combat but don't have access to their inventories.

- We're working on the Pit's (the starting town) quests at the moment and it's going well. The quests should be fully scripted - meaning the Pit's fully playable - by the end of July (half of it is already playable and I don't mean the combat demo).

- The stealth system (the first prototype) should be ready by the end of the month as well. I'm sure it will go through several iterations (meaning it won't be done until the end of summer), but getting something playable is a very important step, if only for quest and level design.

- Speaking of quest design, we expanded the Pit yet again as we added more quests, so now the Pit consists of three areas: Mainstreet, Camptown, and the Outskirts.

- We replaced more animations, added different icons for gadget upgrade parts, redesigned the upgrade screen, and did a bunch of other minor improvements.

Development Update #2

The combat demo - overall, it went spectacularly well (for a change). Of course, the beta test was encouraging but there’s a huge difference between handpicked battle-hardened veterans and the general public. It could have easily gone sideways but didn’t, which is encouraging.

We spent the last 3 weeks processing the feedback and improving the overall design (added Recoil Control (a derived stat), close combat engagement (can’t do reaction shots at other combatants, cover bonus is halved), displayed initiative in combat as well as bonus APs granted by feats, full party weapons reload, etc). We’ve also added feat icons, more hairstyles and facial customization options (tattoos and scars), as well as the interface improvements.



The demo is now updated, so you can take it for a spin and see the current changes. We’ll continue improving the character & combat systems, and interface (and thus the demo), so stay tuned. In other news:

Quests - we started implementing quests and we expect the Pit’s quests to be done in 2 months. Let’s say 3 months to be safe, which will give us plenty of time to finish the Armory (half-done) and the Hydroponics (only the first area of the Hydroponics will be available in Chapter 1, the other two areas will require heavy gear and skills) to launch the game on Early Access by the end of the year.



Here’s the very first (optional) quest you recieve. If you talk to Tanner in the demo, you know that he wants you to go to the Armory but it’s a dangerous trip and you might need a buddy, either to become a life-long traveling companion or to shield you from bullets and die a noble death so that you can live and prosper.

The first companion is Evans the Rifleman and he will gladly help you if you help him first.






Animations - much improved; we’re slowly working through the combat animations, then will start on non-combat animations, different poses for bar patrons and such, and creature animations.

Various models - working on more energy weapons, including shotguns (more like that concussion rifle in Dark Forces) and SMGs.

Creatures - four out of six creatures are done, so we’re right on schedule there.



Stealth - next on the list. Sneaking and generating noise are the easy part. The tricky part that determines if the system works or not is what happens when you make enough noise to attract the guards’ attention. It works on paper and screen mockups, hopefully it will work well in-game.