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July 2nd Update

Greetings,

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.

Scene 1 Screenshot

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.

Scene 2 Screenshot

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.

June 2nd Screenshot

July 2nd Screenshot (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.

Polished Model #1

Polished Model #2

Polished Model #3

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.

Inventory WIP

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.

Dialogue WIP

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.

Health and Battery WIP

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.

Cupcake Killer 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.

“Born to a low class family on the slums of Earth, Wes was adopted into a life of crime. Working for the largest crime family on Earth, the Barbarosas, Wes earned a reputation as a grade A enforcer and conman. By the age of 18, Wes was a major player in the Barbarosa cartel and privy to all of their operations. After a major crackdown on the cartel, Wes was forced off Earth, and left to wander UCE territory on his own. His journeys took him to a large pirate operation, where he began to truly hone his skills. However, once again, fate struck yet again, as Wes’ ship was destroyed by a UCE cruiser. Taken prisoner by a UCE recover team, Wes was sentenced to ten years in a medium security prison on the planet Taros.” –BC

Textured Wes WIP



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.

http://steamcommunity.com/sharedfiles/filedetails/?id=276249287

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.

Website: http://www.int-game.net/
Forums: http://forums.int-game.net/

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.

Thanks again,

    Justin
    INT Project Lead

https://www.facebook.com/intgame
https://twitter.com/INTvideogame
http://www.reddit.com/r/int/
http://www.indiedb.com/games/int
http://www.patreon.com/starboard
INT’s Steam concept page

posted by on 02-July-2014 at 23:47


Jaax

Environment_02 (1)

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.

“This small moon – one quarter the size of Earth’s moon – completes its revolution around Quirne in 290 Earth days. Barren of life and inhospitable to it, Jaax is similar to Saturn’s Enceladus, reflecting much of Ronux’s sunlight. Jaax, however, is not as cold as Enceladus, and its smooth surface does not derive from ice coverage: there is no surface water or moisture on the moon’s topside, and Jaax does not experience rain. The moon’s mirror-like surface results from minimal asteroid impact and the smooth white crystal sand that dominates the planet; the moon lacks craters, except on its southern region where there is a cluster of large craters, the largest of which measures three quarters of a mile in diameter. Temperatures do not rise above freezing on Jaax, making it one of the colder colonial locations in Core space.” » darklander

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Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=276249287

posted by on 01-July-2014 at 22:41


Dev Water Cooler: Episode 1

Dev Water Cooler: Episode 1

This is episode 1 of the Bi-Weekly Dev Water Cooler!

posted by on 30-June-2014 at 22:22


The Burning of Atlas

The Burning of Atlas: September 25th, 2246

The_Burning_of_Atlas_6-15_flippped

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.

posted by on 24-June-2014 at 05:33


Lore Panel June 19th, 2014

Lore Panel June 19th, 2014

 

This was the lore panel from June 19th, 2014

posted by on 22-June-2014 at 17:29


Older Posts »
Latest Dev Blogs

July 2nd Update
posted by on 02-Jul-2014

Jaax
posted by on 01-Jul-2014

The Burning of Atlas
posted by on 24-Jun-2014

Demo Feature List
posted by on 07-Jun-2014

June 2nd Update
posted by on 02-Jun-2014

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