"Sticks & Starships": an upcoming voxel game with some links to FTB / Tekkit

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Dvarvaro1

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Jul 29, 2019
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I think I would answer that by pointing out that games with action occurring on a grand scale tend invoke a global perspective.

For me it is much more satisfying to explore this theme from the absolute ground level. So you are not ordering units around from the air, you are one of the characters, with a human perspective. You are not a magical sentient starship flying through space, you are its human captain commanding it from the bridge or watching the repairs going on in the engine room; in fact, we are even tempted to exclude the exterior perspective entirely, for immersion's sake, but we will see how that plays out later in development. Human players behave as the directing agents in the game. Everyone is born into the game alone. Over time, the player encounters NPC's, and they are given the opportunity to either employ them at routine tasks, or enlist their help at a certain moment, all in exchange for living space and food.

A few examples:

-The player may ask an NPC to harvest and replant crops in a certain area
-An NPC may be asked to convert one item into another, provided they have the proper materials, facilities, and space
-An NPC may be asked to take items that appear in one inventory, and carry them to another inventory (and of course, they may be attacked along the way if unguarded)
-A group of NPC's could be assigned to follow the player, and assist them in mining at the level the player chooses
-A group of NPC's could be given a spatial template of an existing structure or fragment, and be tasked with replicating it in chosen locations

As time goes on, some robotic characters may be manufactured that perform certain functions better than an NPC-human is able.

I apologize if the term "race" doesn't fully convey this concept. While this content has not been implemented yet, we expect the number of NPC helpers to be around 5-50, based on play style, and the constraints of having so many AI's functioning at once. Also consider that a lot of these functions are sophisticated to code, so the NPC's will likely make their debut toward the end of module 1.
 

christhereaper

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Jul 29, 2019
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One of the things that was mildly surprising when we started showing our media to public sites (we expected some of it, but not on the scale we experienced), was the degree of suspicion which we were met with. In order to properly address some of the doubts people had, we decided that we would be sure to release the demo in advance of accepting any form of funding. We wanted to awe people with great game play mechanics which we knew were possible and reasonable, but an unfortunate side effect was that people were also emoting disbelief. We hope in the next few months our demo and future media can make our work a bit more concrete in people's minds.

This is a very awesome way of doing things

Bookmarked the Kickstarter page and your website, i am pretty excited to see what you have in store for us!
 
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abculatter_2

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shut_up_and_take_my_money.jpg
 
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namiasdf

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Jul 29, 2019
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I think I would answer that by pointing out that games with action occurring on a grand scale tend invoke a global perspective.

For me it is much more satisfying to explore this theme from the absolute ground level. So you are not ordering units around from the air, you are one of the characters, with a human perspective. You are not a magical sentient starship flying through space, you are its human captain commanding it from the bridge or watching the repairs going on in the engine room; in fact, we are even tempted to exclude the exterior perspective entirely, for immersion's sake, but we will see how that plays out later in development. Human players behave as the directing agents in the game. Everyone is born into the game alone. Over time, the player encounters NPC's, and they are given the opportunity to either employ them at routine tasks, or enlist their help at a certain moment, all in exchange for living space and food.

A few examples:

-The player may ask an NPC to harvest and replant crops in a certain area
-An NPC may be asked to convert one item into another, provided they have the proper materials, facilities, and space
-An NPC may be asked to take items that appear in one inventory, and carry them to another inventory (and of course, they may be attacked along the way if unguarded)
-A group of NPC's could be assigned to follow the player, and assist them in mining at the level the player chooses
-A group of NPC's could be given a spatial template of an existing structure or fragment, and be tasked with replicating it in chosen locations

As time goes on, some robotic characters may be manufactured that perform certain functions better than an NPC-human is able.

I apologize if the term "race" doesn't fully convey this concept. While this content has not been implemented yet, we expect the number of NPC helpers to be around 5-50, based on play style, and the constraints of having so many AI's functioning at once. Also consider that a lot of these functions are sophisticated to code, so the NPC's will likely make their debut toward the end of module 1.

Ah, so similar to Thaumcraft Golems? Interesting.

You just might have to consider problems with scaling, since this micromanagement concept is hard to scale upwards, hence the corporate ladder structure system.. Heh.

Just something I foresee.
 
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Dvarvaro1

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Jul 29, 2019
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I think it should mainly work out this way. Also, as the need for certain materials increases, so does the player's tools for acquiring them; you won't find yourself needing to order around 300 NPCs to mine, because you will have access to equipment for mining with much greater efficiency. Also, later on, the robotic NPCs are planned to be tied to a station, where the pool of attached bots will collectively execute the orders given to that station.
 

Dvarvaro1

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Jul 29, 2019
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I don't expect we will be able to support 300 NPCs if I am honest with myself... that is just too much of a load... all those pathing algorithms, all that raycasting... I think you will find gameplay should end up being pretty managable in that regard, because performance constraints will dictate it is so. A couple hundred of even a moderately complicated AI is enough to bog down most game engines...
 

PsionicArchon

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Jul 29, 2019
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If this delivers on even a fraction of what it promises, it may entirely restore my faith in voxel based sandbox games. I really enjoy the whole lost civilization feel your trailer presents. It reminds me a bit of an episode of Stargate Universe, where the crew of the Destiny crash lands on some backwater planet, and over hundreds of years they form a rather prosperous city before taking off into space on sub-light ships.

I do have on question. Are you planning on allowing the NPC characters to age?
 

wolfsilver00

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Jul 29, 2019
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Narwhals, narwhals, swimming in the ocean, causing a commotion 'cause they are so awesome!! Narwhals, narwhals, swimming in the ocean, pretty big and pretty white, they beat a polar bear in a fight!! Like a underwater unicorn they got a kickass facial horn!! THEY ARE THE JEDI OFFFF THE SEEEEEEA ♫
 

Dvarvaro1

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Jul 29, 2019
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To be honest, the thought never crossed my mind, lol.

I don't picture it somehow... it seems like a detail that wouldn't further gameplay, while taking coding time. There might be a child and adult state, but it would probably be like other iterations of that concept, where adults never change. Almost anything is possible when the core features are there and we have time to explore questions like that, but not on the radar yet.

But an interesting question none-the-less!
 

namiasdf

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Jul 29, 2019
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I don't expect we will be able to support 300 NPCs if I am honest with myself... that is just too much of a load... all those pathing algorithms, all that raycasting... I think you will find gameplay should end up being pretty managable in that regard, because performance constraints will dictate it is so. A couple hundred of even a moderately complicated AI is enough to bog down most game engines...
Just some things to consider is all. As I've played multiple strategy/sandbox games throughout my gaming career, these are common themes/problems I've encountered.

If you truly want to create something groundbreaking, it would be towards alleviating some of these issues.
 

1SDAN

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Jul 29, 2019
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Narwhals, narwhals, swimming in the ocean, causing a commotion 'cause they are so awesome!! Narwhals, narwhals, swimming in the ocean, pretty big and pretty white, they beat a polar bear in a fight!! Like a underwater unicorn they got a kickass facial horn!! THEY ARE THE JEDI OFFFF THE SEEEEEEA ♫

Wut???