We would like to thank CreepsMcPasta for working with us to create a great creepypasta Sci-Fi story. We would also like to thank Brian for writing, Nathan for concept, and Matthew Calvert for audio.
August 2nd Update
I would like to share our progress with you, the wider community, and fellow indie game enthusiasts our progress over the past month of July. Like the previous month’s report, I will share an update provided by each department.
During the month of July, the project has made steady progress as we continue to build the core game for release to the public. For the past two months, I have discussed how our summer objective was to polish existing game models. Our modelers have completed this task and continue to develop models for the game from concept art sheets, which will be placed throughout the world. This update for July will be to showcase some of the build in greater detail, and also provide a firsthand look at a video for our inventory system, in addition to other announcements and progress reports.
Since the July 2nd Update we have made heavy strides in finishing the first level, tentatively titled, the apartment level. Monte’s DEVTEAM has been hard at work perfecting this level and they’ve recently begun transitioning to the second level. Here’s some of the work from our alpha apartment building.
The first screenshot depicts the player apartment after the cutscene. This cutscene will be a transition to the apartment building in which you start the game. Before the cutscene, your player avatar is in the room and reminiscing about their past. After the cutscene, however, they are thrown on an adventure that culminates in the theft of a starship from Dawnsport.
This screenshot from our alpha apartment building shows the player standing in their apartment, watching as their bed and clothing burns. Rubble has collapsed through the wall, destroyed their holographic table, and caused the light fixture to malfunction. Other parts of the apartment building showcase similar particle effects, in addition to non-damaged interiors.
You may remember the “Cruel Cupcake Killers!” from our previous monthly update, and this poster has now been added into the game, it’s just one of many fictional movie posters you will see throughout your travels!
In this screenshot, the player stands in an unoccupied apartment that has not been damaged by the explosion which previously rocked the apartment building. This apartment showcases the pre-war filth and squalor of the seedy apartment building that you start the game in. Unlike the previous bedroom which is on fire and damaged, this room is un-damaged, but filthy, as evident from the discarded holographic journals and dirty cabinets.
In this screenshot, the player arrives at a locked door that was sealed due to the apartment level explosions. Holographic warning labels flash at the player as they approach the door.
The player has arrived at an occupied apartment. Here the player will confront a group of vapor addicts and one of the first combat encounters of the game will take place. These addicts live here, as evident from the stained mattresses and rusty couch.
This is one of the final areas in the apartment building. It is the elevator door and console that controls the elevator. Once your player reaches this door and enters it, they exit to the street level. The street level serves as your primary introduction to our combat and leveling system. Exit through the door only when you are ready to be thrown headfirst into battle!
DEVTEAM has been hard at work over the past month. We have made progress at finishing art assets for the apartment building, and I hope that next month I will be able to show you some of the beginnings to the street level and tell more about your first companion Wes.
In addition to art, Mark’s coding department has been working to deliver upon the systems proposed and finalized for INT’s demo development. This month we would like to give you, our loyal fans, and an exclusive firsthand look at the inventory system. This look will be a short video that you can watch below.
In addition to the inventory video, I am also happy to report that we have made progress with implementing the UI, faction-alignment system, character equip menu, achievements, quest journal and quest objectives. We will have more to share about these systems and more videos showcasing these systems in the coming months, please stay tuned for additional videos in the near future.
Our writing department led by Blind Caesar and his staff have been working hard to provide an excellent story, narrative, and engaging dialogue for you. This month I would like to share with you some information about the corporations of INT and the corporate logo for Zeus Industries.
Each corporation in the UCE has a logo that has been developed by our Concept Artists and matched to a corporate description provided by our writing staff. In addition to this work, we have also made progress with dialogues, short stories, and other lore pieces.
From the writing team:
This month, writing has been hard at work continually building up the lore of the INT-verse as well as working on dialogues for the demo. At the time of writing we have completely finished the apartment level and are working on designing the street and ensuring that the companions you will find during the rest of the demo are both interesting and diverse.
With that, I will leave you with a sneak peak of just a few of the background choices that will be available to the player in the first minutes of the game upon eyeing a pair of broken shackles in the player apartment.
UCE Alignment: “(You suddenly recall your time in the United Colonies of Earth military police. You were recently discharged for letting a convict slip out of your fingers. After your discharge, you were forced into the slum in the city of Aurora.)”
ACP Alignment: “(For the past couple of years you have worked with the revolutionary groups on the planet Bastion before being captured by the U.C.E. soldiers. You’ve recently escaped prison and made your way into the slum in the city of Aurora.)”
Criminal Alignment: “(For most of your life you’ve been in and out of prison for your association with the criminal underworld. Your most recent stint in prison ended abruptly when you and a fellow inmate broke out. Your fellow inmate set you up in a slum in the city of Aurora –near one of his cousins who also has strong cartel ties.)”
Neutral Alignment: “(You were recently released from a minimum security prison for a variety of white collar crimes. After your stint in prison, you’ve decided to turn over a new leaf and currently work and live in the city of Aurora.)”
I would like to take some time now to announce that we are close to finishing a story-based trailer that will tell you the story of Bastion and showcase the entire demo in terms of what to expect. This trailer is close to completion and both our sound and concept art staff is hard at work on finishing it. While I want to leave the story and sounds of the trailer as a surprise for you, I would like to showcase one piece of art for it.
The piece of art above shows the cityscape of Aurora on the desert world of Bastion. We see the setting sun, ruined city, and low-orbit battle that rages overhead. This piece of art is an example of the quality that we intend to showcase to you in the coming weeks for the story-based trailer. I hope you enjoy this sample and stay tuned to our next update which will most assuredly feature the finished trailer.
Announcements: PDF versions of INT-verse stories and the comic
We are also pleased to announce that in the coming weeks we will start to deliver short-stories in PDF format from the INT-verse. These short-stories represent the quality of story-telling at Starboard Games LLC intend to deliver upon in our public demo. You can access these short-stories from indiedb downloads and also from our website.
Additionally, Brian has become our Creative Director at Starboard Games LLC. Please read the following announcement from Creative Development regarding the comic.
In the coming months we will make a formal announcement regarding the release date for the comic. However, for now I would like to share with you a biography from a comic character and a sketch of that character. We plan to release this comic in the next few months for free to the public and again it can be accessed through downloads on indiedb, our website, and other websites.
Twiggy is a vapor addict. She is thin, has dark hair and is of average height. Most often she is seen wearing tight black pants, a dark poncho, boots, and a head scarf. She also carries a small satchel with her at all times, which includes her vapor pen, stash box, a wallet that rarely has money in it, and a small stuffed bear that is missing its left leg, the last connection to the Haelen orphanage from which she ran away at the age of 12. Twiggy wears metal rings on the fingers of both hands, a last line of defense on which she has relied on numerous occasions. She also carries a metal key ring in the shape of a cat-outline with pointed ears, that when slipped onto her hand, becomes as effective as a short, double-bladed knife at close range. Although she doesn’t carry a sidearm, she has been known to carry other sharp weapons from time to time, which her poncho obscures.
Website upgrade progress is coming along smoothly. With this redesign, we are aiming to integrate the look and feel of both the main blog are and our message board. We are also in the planning stages of implementing a system to deliver digital content when purchased. To give you an idea of how it will look, here is a preview of the forums with a WIP style.
In closing, I hope we have caught your interest so far in this update. As always, we will have another monthly update on September 2nd. However, if you are excited about the game and progress we have made thus far, I would encourage you to check us out on social media and our website. We have weekly updates that we only post to our ‘news-updates’ section of the forums. Again, I hope you enjoyed this update and please check us out. Finally, I would like to end this with a sneak peak of a piece of concept art for a ARS Advanced Pistol.
INT Project Lead
Development Diary #4: Logo Design
Hi. My name is Nathan Hawthorne, and I’m one of the 2D artists working on INT. You may have noticed that in the last few weeks that on our website and all our social media outlets, the INT logo has changed. In this blog I’m going to talk about the journey the INT logo has had from the start of the project to now, and why and how we ended up with a new one.
When INT started, the temporary logo we used was simplistic capital letters, colored white on black – INT.
But the entire team agreed that we needed more than this. So we had a meeting where we sat down and discussed at length what we thought the logo should look like. We needed something that shouted three things core to the game: that it is set in space, that you’ll explore space throughout the story, and that there are two interstellar factions in conflict. We decided to go with a future space explorer’s helmet with the letters INT embedded in the visor. Behind this space explorer are two planets, each the colour of a faction (red and blue), on opposing sides of the explorer. This painterly logo lasted around half a year and became familiar to many of the early supporters of INT.
We soon decided that this logo was not fully representative of what the game entails – although it involves exploration, the game does not center on individual outer space travel or spacewalking, as could be inferred by the logo. So we set about redesigning it. The new logo design was once again a team effort, with many of the 2D artists on the team contributing designs. One of our main aims for this logo was to keep it much simpler than the last and to lose the painterly feel in favour of something more graphical.
We ended up creating over a hundred proposed logos, but with each set we narrowed down the design more and more. When I created the final set, I was aiming for something that shouted that this game was about space, and thus included a star-filled image of space. I also wanted the letters to be shaped in a way that reflects danger and adventure, so I chose Calibri for its sharp, knife- like appearance. The light that stretches across the gap near the top of the letters represents the excitement ahead – an adventure spans across galaxies, which you can join.
From the mind of Nathan Hawthorne
A Concept Artist working on INT
July 13, 2014 Weekly Update
Hello! Here is the first of many weekly updates that we will be doing. They are small and only outline one or two things.
This week, the art department finished modeling, texturing and placing almost 20 models into the game. Here is a couch that Matt modeled. Kong did the concept for it and Monte did the texturing.
Also here is a bit of the flavor of the game in a take off from farmville for the future. This was done by Ross!
Moving on to writing, here is a quote from the first dialogue in the game. This is derived from the dialogue between the Player and his scoundrel neighbor Wes.
“I’m scared, you’re scared, we’re all scared! The damned city is on fire. If we don’t get to that starport right now, mark my words– we’re dead.” Wes
July 2nd Update
I would like to share our progress with you, our loyal fans, the wider community, and fellow travelers of this marvelous creation we call the internet our progress over the past month.
June has seen a flurry of activity of growth and progress at Starboard Games LLC. We’ve continued to fine-tune the first level, and we are nearing the finish line on Level 1. Our concept artists are starting on the second level, and the coding department is hard at work building the crucial systems that will make the game functional.
In the June 2nd update, I discussed how our current monthly objective was to finish polishing the original apartment level models (which will be seen throughout the game), as they are mostly furnishings. This task is complete. The apartment level models are polished, and we’ve begun implementing small items such as posters, movies, and the in-game particle system, which will showcase the destruction that’s taken place at this small apartment building.
In the first screenshot, you see the player apartment before the cutscene. This is where you’ll stake out your identity, gain introductory skills, and become aware of the universe at large. Once the introduction is complete, a cutscene is triggered; it shows a wave of hell being unleashed upon your home.
In the second screenshot, you see the player apartment after the cutscene. The change you see is a reflection of the Interstellar Civil War, which has arrived on your doorstep. Your building is now on fire, crumbling, and in ruins. Your only recourse is to escape the building and more importantly, the planet before society completely collapses.
I’d also like to take a moment to compare a June 2nd Screenshot of the player apartment to a July 2nd Screenshot of the same room.
As you can see, we’ve filled in these rooms with superior models that better reflect the quality of modeling that I discussed on June 2nd. I am confident now am happy to report that our mission has been a success. Our energetic team has powered away at the models needed for Level One, and I’m happy to report that we have achieved success. Check out the sampling below.
These are just a few of the models we’ve implemented in our alpha build, but you can clearly see a marked improvement on these models over the work we were putting out in the spring. We continue to improve models as we see fit, and work as hard as humanly possible to bring our fans, the best game possible. The Art team led by Monte and his staff: Matt, Kevin, Lachlan, Victor, Nathan, Adam, and Kong continues to work on new material which I will share with you next month.
As I discussed in the introduction, we have also been hard at work in building the necessary features to the game that will make it functional. Since June 2nd we have rapidly expanded our coding and developer teams and we are making substantial progress. Below are some of their accomplishments from the month of June.
The Inventory structure, which has been under development for months by our coding lead, Mark Pollard, is now nearly finished. Mark and Nathan have worked on the GUI for the inventory. The system will allow for stacking, equipping items, moving items, and destroying them.
Our dialogue system will allow you to interact with NPC’s, Companions, and other entities of the INT universe. Our system allows you to pull from several pre-written prompts provided by our writing team and implemented by our coding team. These prompts will sometimes give you law and order points or rogue points, but they could also give you factional points from the two major combatants of the Interstellar Civil War: ACP and UCE points. These points will work in tangent with our factional-moral-alignment system. INT features a sandbox leveling system. Our intention is to allow you to customize your player as you see fit. You can become anything in INT: a space pirate, humble medic, or anything in between. We have dozens upon dozens of skills that will allow you to build your character. Some skills are combat oriented, others give you increased charisma or intimidation, and many are necessary for healing and passive regeneration.
The Quest journal is where you will find current main quests and secondary quests. The journal will be accessible by a button on the main HUD.
The Health and Battery System has been in active development for weeks and is in a working state. This system will allow you to take damage and use energy in combat. This is a first step towards our combat system, which we’ll showcase later this fall.
For the past month, our coding team: Mark, Marius, Rock, Patrik, and Jeremy have been working on developing the necessary features and GUI artwork in tangent with one of our concept artists: Nathan. Above you can see some of the progress made up to this point on the following systems: Inventory, Dialogue, Skills, and the Quest Journal. These systems make up a hefty portion of the necessary systems for INT. In the coming months, we will talk more about other in-game systems: most notably, combat.
In addition to coding, our writing team has been hard at work providing dialogue, flavor text, and companion lore to the game. BC, our writing lead, has been pushing his team hard, and I’m happy to report major progress with flavor text, dialogue, and companion lore.
Stephen, a writer on the writing team, wrote the following flavor text for movie posters.
1. Cruel Cupcake Killers
a. B-list horror movie
b. “These cupcakes…eat YOU!”
c. Poster: 3 sentient pink-frosted cupcakes, still in yellow wrappers, with faces in the frosting jump
toward the camera, mouths open ready to bite, against an urban background.
This text was taken by an artist on our team named Jason who has developed it into a B-List horror movie poster which will be featured in the game. Check out the poster.
Let’s look at a piece of companion lore for Wes, who was features in the June 2nd Update as an untextured model. Below you will see a sampling of text about Wes. Following the excerpt, you will see a textured version of Wes: now ready to be implemented into the alpha build.
Our writing department has been hard at work over the past month building characters, dialogue, and flavor text. These written descriptions are then passed to other portions of the team for implementation. We also held a lore panel in June. Check out this lore panel so you can gain insight into our universe.
Lore Panel Video:
Our Sound Department has been learning Unity implementation for sounds, and while we’ve had some minor turn overs in staff, our new Sound Lead, Matthew Calvert, has provided a demo track for INT. Check it out below.
In addition to these achievements, we have also established a side team to work on comics, graphic novels, and additional material for the INT universe. This team, led by Brian, has been working vigilantly on new material which we will announce soon.
The core sections of the team have been hard at work building INT, our flagship game and the centerpiece of Starboard Games LLC’s game development studio. However, we have been focusing in other areas over the last month as well and launched several crucial campaigns.
At the beginning of June we launched a Patreon page, where you can help fund the development of INT and other unannounced titles within the INT universe and beyond. On this page, you’ll see our exclusive backer rewards and information. Please check it out and let us know what you think! Give a shout out to our PR representative Xain for his excellent re-design of the Patreon page as well.
Starboard Games Patreon Page: http://www.patreon.com/starboard
Just a week ago we launched a Steam concept page. This page is our first step towards launching INT on Greenlight. We fully plan on having INT as a game on the Steam distribution platform. As we get closer to our demo launch we will move to transition our steam concept over to Greenlight. Check out the page below.
If you like the work we are doing and are as excited about INT as we are then please come over to our community board, register, and sound off about what you want in the game. Check our website out below.
On behalf of the INT team, I want to thank all of you for taking the time to read this. We are hard at work to bring you an excellent Sci-fi RPG in a universe created from scratch. We want your input and feedback as we make this game. So please check us out and let us know what you think.
INT Project Lead
INT’s Steam concept page
Jaax is one of the moons featured in the main version of INT. In the concept art, you can see the cold frozen, tundra that is the defining characteristic of this small moon located in the Quirne system. While Jaax is a frozen moon, it has been developed by the driving J10 corporations, and its prime location in Core Space has caused it to be more developed than regions beyond the Core.
Imagine a world frozen, but thriving with a booming populace. N’Alasa is the principal hub city and home to over 2.9 million inhabitants. The city is encircled by domed manufacturing centers that manufacture starshields for UCE capital ships and glass for UCE trooper visors. However, manufacturing is not the only draw to Jaax. Jaax is a popular tourist destination for its winter resorts and sports.
Finally, there is an element of mystery on Jaax. Numerous reports have been made at N’Alasa of a mysterious J10 plant somewhere in the southern hemisphere of Jaax. The facility has an unknown purpose and is most likely tied to the J10 war effort.
The big take-away from jaax is that it is a popular destination for travelers despite its hostile climate. The moon has been developed for manufacturing and recreational activities. However, there are secrets on Jaax and in INT you will discover them. Check out an excerpt from our internal planetary biography about Jaax below. If you like it, check out our website, Patreon page, and Steam concept page.
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Dev Water Cooler: Episode 1
The Burning of Atlas
The Burning of Atlas: September 25th, 2246
The United Colonies of Earth high command was able to capitalize on the last bit of intelligence provided to the J10 Directory by Admiral Crane in 2246. Shortly before being assassinated by Alexis Thompson, an Atlas Confederacy of Planets trained killer, Crane sent a data packet that provided Admiral Marcus Perry of the UCE everything he needed to launch an all-out attack on the planet of Atlas, the capital of the ACP. Confident that they would seize victory the UCE mobilized their fleet and assaulted the Middle Colonies with a massive armada unlike anything humanity had ever seen.
The fleet was commanded by Jason Barnes, an up-and-coming Rear Admiral, who had risen through the ranks during the war, despite his relatively young age. Barnes was a universally acclaimed officer who became well known during early UCE incursions into the Middle Colonies. Barnes orchestrated the deployment of the UCE fleet from a Crusader Class Cruiser named Octavius.
The ACP was caught unaware by the surprise UCE armada, and their gravity well defenses quickly crumbled. The remaining vessels around the world routed and despite Barnes’ best intentions, several high level ACP leaders were able to escape the attack on Atlas–including N.D. and his entourage. Despite the escape of the ACP High Command, Barnes’ mission was a complete success.
The UCE Armada, headed by the Octavius, destroyed all resistance in the gravity well around Atlas, and Barnes then took the fleet to the skies above Atlas’s titular capital. What happened next was a wholesale slaughter of the civilian populace and the ACP military infrastructure. The UCE also committed one of the most gruesome war crimes in its history, as Atlas was leveled with high-intensity lasers and depleted uranium shells, leaving few survivors.
The event known now as ‘The Burning of Atlas’ was heralded as a glorious victory for the UCE in Core Space and became a morale-boosting moment, despite the slaughter. In the Middle Colonies, the war effort took a turn for the worse, as many began to question the ACP’s leadership.
In the days that followed, N.D. gathered the remnants of the ACP high command and put into motion a plan that would once again turn the tables against the UCE. In the following weeks, the ACP High Command would muster and launch a final counter attack that would retake Atlas and push the UCE Armada back to the Colonial Gas Corridor to safeguard J10 interests. This would be enough for N.D. and Admiral Sherman to prepare one of the most daring moves of the war, an all-out assault on the principle UCE trade hub, Bastion.