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Announcement

CANCELLATION

Due to working on other projects (particularly season 2 of our audio production Golden Age and the print-and-play Stellar Evolution game upon which this title was to be based) work on Stellar Evolution: Aria has been put on indefinite hold. Be sure to keep your eye out for an even more ambitious RPG from Cascade Studios (and me in general) in the near future however as we have some excellent games in the works.

Game Design

COMBAT EXPLAINED

The new version of the game drops the pre-existing and relatively dull active time battle system I had built in favour of something a little more fresh in execution that allows you to fight up to 16 enemies simultaneously on the screen at any one time. This better captures the ‘clash of fleets’ that I have in mind for the higher level battles later in the game.

You play primarily from the perspective of a single ship (the Aria) which is the centre of command for a fleet that you have to recruit and build (more on that at a later date). Because of this combat runs on a timer in two ways. Firstly you must wait for your ships combat computer to recharge before you can take an action, in a manner similar to an ATB system, and secondly with combat as a whole being timed by a decreasing bar that when empty declares the battle a draw and kicks you out to try again without the penalty of a loss. In order to speed up the computer you can level your ship, which obviously has additional benefits, whilst the main battle timer can be reset if timer icons that drop onto the battlefield are collected. The options that become available to you once your computer is charged vary depending on what you have done outside of combat, but summarize into the following options.

ATTACKS are preset and locked at 1 damage per attack regardless of your ship level, however you gain a total number of attacks per turn equal to your ship level (and stackable for later use to a total of 10) meaning that a level 1 ship will gain only 1 attack choosing the attack option, whilst a level 5 ship will gain 5 that turn which can be spread out across multiple targets. Attacking a target resets their own personal ATB timer and keeps you safer for longer.

ESCAPING can be done at any time that you have a fully charged computer and allows you to quit out of combat with none of the penalties of losing.

LAUNCHING SHIPS is the path toward victory and requires some work outside of combat to acquire and build a stock of each of the games four ship types. Ships each have their own radius of effect. For example the Terran made Kestrel Fighters affect the whole middle-left row of 4 squares and deal 10 points of damage to everything in that row at the time. The downside being that they are effectively an expendable resource and in turn must be replaced by building a new fighter. You can have a maximum stock of 10 of each ship type in your fleet at any time.

CHARGING attacks is not a command as much as it is a bonus given for playing well. If you succeed in keeping from taking harm for a pre-determined period of time in a battle the charge meter will fill. Once full the next time you choose to attack you will instead strike every square on the battle grid for a point of damage and reset all enemy ATB gauges. This drops the charge gauge to zero again. The gauge will reset if you take any shield damage at any time whilst charging.

Announcement

A LITTLE COMMUNTY SPIRIT!

I was wondering if I should do something fun with Stellar Evolution and open some aspects of it up to the community here at RPGMaker.net. This is after all a great site that I have enjoyed for years, and it'd be cool to get some fun interaction going.

Because of this I've decided to use a face construction site called 'Face your Manga' (shut up, it isn't cheating!) for my character's face shots in-game and was hoping to include members of the site and forum users as NPCs. All you'd have to do to get into the game is go to the site address below and create yourself then post your preferred character name and that picture into this thread (on the forums here!). I'd then add it into the game. No limit on entries, but I will try to be fair before doubling anybody up.

CLICK HERE TO GET INVOLVED

As far as I am aware nobody's done this in the forums yet, so I get to be the first to suggest it. I may make slight alterations to your character's clothing choices if they are in a uniformed environment to match games tone, but promise to leave all face decisions to the community :)

Game Design

SYSTEMNET

SystemNET is the name of the in-game news feed and research tool that the player can access from their base location within the Sol System (named Eclipse Station). It's a hybrid news feed and internet setup that allows the player to familurize his or her self with the history of the setting, immediate events elsewhere in the war effort, and research locations, races and ships that the characters will be interacting with. As you progress through the game new entries will be added. I find that games with interesting settings are always better when they allow you to go in at your own pace and discover things about what's going on or make connections between objects in their own heads rather than having it force-fed to you in exposition that would be better saved for plot relevant events. Eclipse station will also have the first of several planned 'Consortiums' that act as locations where the player can interact with characters they've met and flesh out personal backgrounds. This is my sci-fi equivilent of a pub or inn, where you get to chat to the locals and dig up dirt on what's going on from a more Human perspective.

RECENT GAME UPDATES:
Last night I ripped out and replaced all of the system graphics to allow for a more smoothly implemented and better looking system set to be used. The new blue set looks both futuristic and reminiscent of more traditional JRPG fair and sparks less of a sombre note. It's a variant on the one I created for the Steel Knights game last year.

Announcement

CHANGES TO THE GAME

I've been very quiet on a 'Stellar Evolution' front lately because I've been reworking and remaking whole sections of the game to fit a new battle system that juggles a lot more options and requires that you build a fleet of your own to support your fighter in combat. I've also been convinced by a friend to rebuild the game in iPhone sized dimensions so that he can have a go at making it work across to that platform as well. This meant that the demo I was working on at the time had to go and that a lot of the art assets had to be redrawn entirely. The game is also taking on a marginally bigger story with more plot elements in place and locations to visit. Because of this the title of the game has changed to STELLAR EVOLUTION: ARIA to take into account some factors of the plot. I can promise that I am still showing it a lot of design love and that there will be new screens online soon.

Miscellaneous

SYSTEM MAPS

The bulk of this game takes place in a location of space close to Earth called the 'Versane System', which plays host to the four main objectives of the game. These four objectives are spread out across four very different worlds within the system, and you will have to travel between them in order to accomplish your overall goal. Luckily for you the ‘H.M.S Iago’ is your base of operations throughout the game, and it will ‘Jump’ into a close orbit to each planet in turn as the game progresses, launching your fighter and giving you a clear run at the world in question. This is where System Maps come into play. From these you will chart a path to the planet in question (possibly taking the odd detour in order to achieve sub-quests) by fighting your way through the orbital defenses across multiple locations. You can of course double back to the Iago at any time in order to buy supplies and evaluate mission objectives among other things.

Obviously you can’t rush to the end-goal right away, you’ll have to take it one location at a time as the map unfurls but can double back over any location as many times as you like. The actual layout goes something like this (when streamlined to just the basics) with the next location only appearing on the map after the first is cleared:

THE IAGO --> QUAD 1 --> QUAD 2 --> QUAD 3 --> WORLD

Those areas on the map bigger than the average location (or ‘Quad’ – short for Quadrant) represent battles, which count down to zero as you fight your way through several rounds of combat in order to clear them for rewards and additional story development scenes. Completion of the main mission alone will only score you a moderate rank, whilst finishing each of the sub-quests (which are optional to the game) will up your ranking and increase the reward you receive at the end of the mission.

DEVELOPMENT NOTE:
At this time I have completed the first System Map (which will make up the first half of the demo on release – the second half taking place on the planet ‘Primos’ itself and use a different play style) and am working on populating each of the points with tough battles and some imaginative set-pieces. I have also fully developed the first briefing sequence to include several questions you can ask, and am working on the Iago’s many different in-game functions.

Miscellaneous

ACTIVE TIME BATTLE SYSTEM

Combat in Stellar Evolution runs on an ATB system. Enemies run on a timer and possess their own Shield (HP) and Attack (Attack - duh!) values. Squads are treated as one huge entity which must be whittled away at in order to reduce their numbers to one and then destroy. Obviously when their timer is full they attack, damaging your own shields and drawing you ever closer to that killing blow.

You as the player pilot a 'Kite' class fighter which has its own Shields rating, as well as a visable 'Recharge' timer. When the timer is full you can do one of three default actions:

Attack - which fires standard Lasers directly damaging the enemy unit.

Scan - which will give you the Name, Shield total and Damage total for each time it attacks.

Escape - which has a 50/50 chance of either successfully fleeing a battle or wasting this rounds action.


Outside of battle you can level your fighter in-dock on the H.M.S Iago, which will increase both the speed of your recharge meter and the total damage dealt when you attack. Your shields do not increase in total, making purchasing items an essential part of prepping for larger battles, but otherwise regen fully between fights or if you flee.

There are three items that you can purchase with your Credits (this game's currency won from battles or after completing missions and sub-missions) whilst in dock. These items are seperate from the timer in battle and appear as three small icons on the bottom left of the screen to be used at any time. Missiles (M) count as an extra attack and deal a single point of damage, Ion Charges (I) shoot a single shot that scatters an energy dampening wave across the battlesite, a single-hit kill on some enemy types but useless on others. Finally the Reboot (R) resets your shields to full. Each of these items can only be used once but you can stock up in up to 10 of each at a time.

DEVELOPMENT NOTE:
At this time I have a working model of the complete battle system made and animated, as well as the levelling and items system in place - but no Shop/Outfitter's in which to purchase or level the fighter.
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