Star Control Discussion Board

All About Star Control => Mods, Clones and other Fan Content => Topic started by: Cedric6014 on February 11, 2009, 09:02:13 pm

Title: Project6014 - a mod and faux sequel to Star Control II
Post by: Cedric6014 on February 11, 2009, 09:02:13 pm
Hi folks

I'm coordinating a mod of UQM (yes, yes I know you've heard it all before). I'd love to say "well dammit this time it's going to happen!" but I really can't. All I can do is plod along until it gets finished.

If I do it myself it will take 12,000 years to complete. But if I can get help from others, it's a different story.

This mod will take place after the conclusion of Star Control II. I have no illusions of this being the true sequel, but it can be played as one.

In short, here's the setting so far. I've moved the bottom left part of the old StarMap to the top right, and added new stars and constellations. So this means we retain these old races: Spathi, VUX, Earthling, Syreen, Ilwrath, Chmmr, Yehat, Orz, Shofixti. Also, we'll see appearances from Arilou, Melnorme and Slylanrdo. Sadly no Zoq-Fot-Pik, Druuge, Utwig, Mycon or Supox :(

The year is 2061, two years after the Sa-Matra is destroyed. Zelnick has settled on Unzervalt with Talana and has turned his energies to the study of Precursor technology. The Chmmr are busy eliminating the Kohr-Ah from this part of the galaxy. The Ur-Quan left of their own accord. Zelnick gets the call from the Chmmr to investigate a distress signal from a Shofixti scout referring to a precursor artefact at a distant star far south-west of Sol. The game begins with Zelnick in a flash new Chmmr Explorer vessel in an unknown star system ready to explore. I have a few clever plot ideas. I'd like to see the return of the Androsynth, the relationship with Orz take a nasty turn, and little surprises with the Kohr-Ah, Melnorme and Slylandro. Plus other stuff....

What we've achieved so far:
1)   A working remade StarMap with new constellations, planets, everything
2)   A new Chmmr Explorer flagship design
3)   Introductory dialogue for Chmmr, Melnorme, Yehat, Spathi, Shofixti

To achieve a playable introductory demo we require:
1)   Comm screens for: new Syreen Penetrator captains, Syreen Starbase Commander, Earthling cruiser captain
2)   New Chmmr flagship graphics to be implemented into code (under way)
3)   Introductory dialogue for Earthling Cruiser and Commander Hayes, Orz, Syreen, VUX

To finish the whole thing we need:
1)   Plot development
2)   Complete dialogue for all races, including 6-8 brand new races
3)   Comm screens for 6-8 brand new races plus new for Syreen and Earthling
4)   Ship designs for 4-6 brand new alien ships,
5)   Design for new modable precursor flagship

I'd love to hear from anyone interested in helping out. We especially need graphic artists and dialogue writers. Priority will be to complete the stuff required for the demo, but I'll be equally delighted to get people putting their hands up to design and write for new alien races, and how they might fit into a larger plot. At this time the coding side is all under control, however no doubt we’ll have some trickier stuff to implement later on, especially when I get carried away with all kinds of new features.

There are threads over at UQM discussing this if you want some more info. Otherwise I'm happy to answer any questions.

So if you are interested in helping out, post or send me a PM!

Happy times  :)

Title: Re: Project6014 - a mod and faux sequel to Star Control II
Post by: Scott_Irving on February 11, 2009, 10:29:28 pm
as I said on uqm forum I'll try and be of some help with the graphics.
Title: Re: Project6014 - a mod and faux sequel to Star Control II
Post by: Eth on February 12, 2009, 01:34:54 am
  Hmmm...  I'm thinking... dialogue.  Yes, I'll write the dialogue for one of the races.  Old or new; either is fine.  Just let me know when you're ready, and I'll take care of one of your race's C-Trees for you. 

  BTW, is your avatar the new Chmmr Flagship?  Very nice!
Title: Re: Project6014 - a mod and faux sequel to Star Control II
Post by: Zeracles on February 12, 2009, 04:38:29 am
1)   A working remade StarMap with new constellations, planets, everything
I take it this is going to be the same every time. Have you considered generating new starmaps for each new game? It's possible to randomly generate constellations (complete with planets) and I could send you code for this. I might even translate it into C for you.

no doubt we’ll have some trickier stuff to implement later on, especially when I get carried away with all kinds of new features.
This is intriguing - new gameplay features? Or would you rather not say . . .

I think Nicholai tried a new kind of world in his mod, I think it would be at least as interesting to add things like black holes, nebulae, etc., and fold them into the plot. I could do some art for stuff like that.

Also, I do astronomical research so if there's anything in the plot or dialogue that calls for expert knowledge, I can check the facts and might be able to add a layer of polish.

We especially need graphic artists and dialogue writers.
I might be able to work on some dialogue.
Title: Re: Project6014 - a mod and faux sequel to Star Control II
Post by: Cedric6014 on February 12, 2009, 11:23:36 am
Hey guys that's great.

Writing for a brand new alien race would be the most challenging as you'd effectively have to create new characteristics and mannerisms and a history. So I'm glad someone wants to do it!

I'll PM you both with some follow-up info.

About the StarMap, it is a fixed seed StarMap like the original. This mod will focus on story rather than replay value. I realise that this won't please everyone but oh well, it worked for the original. I prefer the idea of an actual existing universe.

I would like to add some new features like a new type of world a new bio. There will of course be new alien space craft. There will be one or two exciting changes to game play. I'll be drawing inspiration from Sc1 on ways to supplement your firepower.

Astronomical research eh? An interesting cosmic feature might be nice. Any interesting ideas on how that may it into a story? Also, you might be able to think of some better names for stars and constellations. I got down to very obscure Roman deities and ancient Greek astronomers. All the REAL constellations names were taken by SC2.



Title: Re: Project6014 - a mod and faux sequel to Star Control II
Post by: Cedric6014 on February 12, 2009, 02:57:42 pm
as I said on uqm forum I'll try and be of some help with the graphics.

Would a Comm screen for earthling cruiser captains be within your powers/inclination? This is a priority task as its needed for a demo. Could be male or female

Title: Re: Project6014 - a mod and faux sequel to Star Control II
Post by: chenjesuwizard on February 13, 2009, 09:28:55 am
Sadly no Zoq-Fot-Pik, Druuge, Utwig, Mycon or Supox :(
NO! You can't remove races! Move them somewhere else.
Also, will one of the new races be an old extinct/unseen race (Gg, Chenjesu, Burvixise, Faz)
Title: Re: Project6014 - a mod and faux sequel to Star Control II
Post by: Zeracles on February 13, 2009, 12:42:12 pm
About the StarMap, it is a fixed seed StarMap like the original. This mod will focus on story rather than replay value. I realise that this won’t please everyone but oh well, it worked for the original. I prefer the idea of an actual existing universe.
Anyone who's really keen can mod your mod for a random starmap ;D
Title: Re: Project6014 - a mod and faux sequel to Star Control II
Post by: Eth on February 13, 2009, 01:45:20 pm
Sadly no Zoq-Fot-Pik, Druuge, Utwig, Mycon or Supox :(
NO! You can't remove races! Move them somewhere else.
Pshaw!  Things need to change for a sequel.  I will miss the Mycon, personally, but I'd rather have new stuff than keep all of the old stuff. 
Title: Re: Project6014 - a mod and faux sequel to Star Control II
Post by: Cedric6014 on February 13, 2009, 03:33:17 pm
Sadly no Zoq-Fot-Pik, Druuge, Utwig, Mycon or Supox :(
NO! You can't remove races! Move them somewhere else.
Also, will one of the new races be an old extinct/unseen race (Gg, Chenjesu, Burvixise, Faz)

Remember ChenjesuWizard, this is not a definitive mod, its just a mod. You can't just keep adding new races otherwise it gets too unweildy. Who's to say the NEXT installment wont feature the other races.

I am interested in some races alluded to in SC2 like Taalo and Burvixes etc. More thinking will be done.
Title: Re: Project6014 - a mod and faux sequel to Star Control II
Post by: Cedric6014 on February 13, 2009, 06:47:01 pm
I think, for the sanity of everyone contributing to the story, I need to make a plot document and share it. So we're all singing off the same songsheet. I'll do that!
Title: Re: Project6014 - a mod and faux sequel to Star Control II
Post by: Zeracles on February 14, 2009, 12:35:35 pm
Pshaw!  Things need to change for a sequel.  I will miss the Mycon, personally, but I'd rather have new stuff than keep all of the old stuff. 
I'll just point out that if the starmap was enlarged rather than shifted, one could have new stuff and keep all the old stuff. But that's probably too hard.
Who's to say the NEXT installment wont feature the other races.
Ah, shifting the starmap coreward in project 6015 I see.
Title: Re: Project6014 - a mod and faux sequel to Star Control II
Post by: Cedric6014 on February 19, 2009, 10:03:41 pm
I think, for the sanity of everyone contributing to the story, I need to make a plot document and share it. So we're all singing off the same songsheet. I'll do that!

Have completed a plot development document (2,900 words - phew). I look forward to contributions from folks to flesh it out.

I'll share relevent parts of it to people who want to write for certain races. But I won't share the whole thing with everyone. If everyone knows everything then noone will enjoy playing it.
Title: Re: Project6014 - a mod and faux sequel to Star Control II
Post by: Eth on February 20, 2009, 09:36:52 am
Hit me with the doc, baby!  I don't care if I get spoiled; I need a framework to hang my writing on!
Title: Re: Project6014 - a mod and faux sequel to Star Control II
Post by: Son_of_Antares on February 23, 2009, 01:17:01 pm
Hey Ced, I'm answering the call from the UQM forums - if you need plot/story/background/race design I'm your Antaran for the job 8) I have something race-wise already and I'm open for story hammering as you said, so bring it on. You lead the way, I'll follow and clean after  ;D
Title: Re: Project6014 - a mod and faux sequel to Star Control II
Post by: Cedric6014 on February 23, 2009, 02:08:07 pm
Hey Ced, I'm answering the call from the UQM forums - if you need plot/story/background/race design I'm your Antaran for the job 8) I have something race-wise already and I'm open for story hammering as you said, so bring it on. You lead the way, I'll follow and clean after  ;D

Excellent!

First step: PM me with any ideas you’ve got so far on your race. I’ll see how it can be worked into the plot development document

Second step: I’m waiting on some feedback from Zeracles. Once I’ve got this (plus your race input), I’ll email you the latest draft of the document. This might take a few days.

Then you can have a good read and get some sense of where we’re headed.


Oh and as far as ship designs go, there’s actually a thread over at UQM that I made for this, feel free to expose your ideas there:
http://forum.uqm.stack.nl/index.php?topic=4410.0 (http://forum.uqm.stack.nl/index.php?topic=4410.0)

Title: Re: Project6014 - a mod and faux sequel to Star Control II
Post by: Zeracles on February 23, 2009, 07:44:08 pm
Hit me with the doc, baby!  I don't care if I get spoiled
The doctor will be in to see you shortly ;)
Title: Re: Project6014 - a mod and faux sequel to Star Control II
Post by: Bleeding Star on March 09, 2009, 03:52:46 am
Late to the party, as usual. If you still need assistance, I could help with dialogue, for either a new race or an old one. I have a concept for a new race and tentative ideas for ship design. However, I cannot do art or programming in any way, shape or form.

Quote
Zoq-Fot-Pik, Druuge, Utwig, Mycon or Supox

Big unhappy faces for the Druuge, Mycon and Supox. The Utwig needed to go, with that damn invulnerable ship though.
Title: Re: Project6014 - a mod and faux sequel to Star Control II
Post by: Cedric6014 on March 09, 2009, 12:40:52 pm
Delighted to have another doing some dialogue.

I'll PM you about this
Title: Re: Project6014 - a mod and faux sequel to Star Control II
Post by: Lukipela on March 16, 2009, 12:08:10 pm
So how goes the mod?
Title: Re: Project6014 - a mod and faux sequel to Star Control II
Post by: Cedric6014 on March 16, 2009, 01:35:23 pm
It's slowed down a little. I'm hunting for artists still
Title: Re: Project6014 - a mod and faux sequel to Star Control II
Post by: Eth on March 16, 2009, 04:49:50 pm
  I've started in the dialogue for the "Sportsmen."  Not too much done yet, but progress is being made.
Title: Re: Project6014 - a mod and faux sequel to Star Control II
Post by: Dragon on April 21, 2009, 10:18:29 am
*prod*

Hows Project6014 going?
Title: Re: Project6014 - a mod and faux sequel to Star Control II
Post by: Cedric6014 on April 22, 2009, 12:32:29 pm
I haven’t done anything on this for about a month. I’ve been too busy. The period between now and early November will be slow, as I will be very busy. However I do plan to have a playable demo out by mid August (before I leave for overseas).

To achieve this I am dependent on a quite a bit of graphics. I might have to do this myself. When people see it in the demo they’ll take pity on me and offer to do it…..perhaps

From November things should start moving along.
Title: Re: Project6014 - a mod and faux sequel to Star Control II
Post by: Zeracles on April 22, 2009, 01:25:29 pm
I haven’t done anything on this for about a month. I’ve been too busy.
Like me :(

To achieve this I am dependent on a quite a bit of graphics. I might have to do this myself. When people see it in the demo they’ll take pity on me and offer to do it…..perhaps
Feel free to PM me about what you need, if it's a higher priority than the dialogue I'm meant to be doing.
Title: Re: Project6014 - a mod and faux sequel to Star Control II
Post by: Shiver on April 22, 2009, 03:24:32 pm
Big unhappy faces for the Druuge, Mycon and Supox. The Utwig needed to go, with that damn invulnerable ship though.

It's not invulnerable. :(
Title: Re: Project6014 - a mod and faux sequel to Star Control II
Post by: Lukipela on April 22, 2009, 08:26:34 pm
It's not invulnerable. :(

I love how no matter what the subject is, you're always ready to stand up for mistreated ships. :)

Sorry to hear that your project is in a slow phase Cedric, but I'm eagerly awaiting your demo!
Title: Re: Project6014 - a mod and faux sequel to Star Control II
Post by: Eth on April 23, 2009, 12:40:20 am
Oh, right.  I was supposed to be writing dialogue, wasn't I?  (Kicks self in pants.)
Title: Re: Project6014 - a mod and faux sequel to Star Control II
Post by: Bleeding Star on April 23, 2009, 01:04:57 am
Quote
It's not invulnerable.

Would you accept underpriced? Certainly it's extremely abusable against the AI.
Title: Re: Project6014 - a mod and faux sequel to Star Control II
Post by: Shiver on April 23, 2009, 01:00:00 pm
Quote
It's not invulnerable.

Would you accept underpriced? Certainly it's extremely abusable against the AI.

Everything is abusable against the AI.

Utwig is kind of a nuisance from a balancing standpoint. The ship is a must-have in net melee, but changing its price has nasty side effects on gameplay. Utwig doesn't quite pull its weight if your opponent avoids using Chmmr and Kohr-Ah. If Utwig is priced up, Chmmr and Kohr-Ah become must-haves. If Utwig is priced down, heavyweights become too much of a liability to risk using. I opted to leave it the way TFB had it.

Druuge, Mmrnmhrm and Melnorme can pick Utwig apart pretty easily. Then there's the VUX counter -- that's a 10 point gain. Yikes.
Title: Re: Project6014 - a mod and faux sequel to Star Control II
Post by: Bleeding Star on April 24, 2009, 01:09:45 am
Quote
Utwig is kind of a nuisance from a balancing standpoint.

Fair enough. In the interests of not derailing this thread any further, I'll try to get back on topic.

So, Cedric, do you still need any assistance from me? Or should I wait until the demo is out? I won't cry if you already have all you need.

Quote
(before I leave for overseas)

In the interests of re-derailing the thread, where are you off to? You should start a thread in off topic to tell us about your exciting adventures, so I don't shit this one up any more.
Title: Re: Project6014 - a mod and faux sequel to Star Control II
Post by: Lukipela on June 02, 2009, 11:46:56 am
So how goes it? Any progress on the mod? Can we expect some exciting screenshots soon?
Title: Re: Project6014 - a mod and faux sequel to Star Control II
Post by: Zeracles on June 02, 2009, 04:38:01 pm
Nothing at my end I'm afraid :( (damn students) but I think I have some time coming up ;D
Title: Re: Project6014 - a mod and faux sequel to Star Control II
Post by: Eth on June 02, 2009, 04:47:55 pm
I'll try to write some more dialogue this week.  It's been hard to get in the mood lately.
Title: Re: Project6014 - a mod and faux sequel to Star Control II
Post by: Lukipela on June 07, 2009, 11:37:51 pm
How many writers are there on this project anyhow? You'll need a huge amount of dialogue. I realsie everything is very hush hush until you shock us all with a complete release, but it'd be interesting to know what's going on with thisright now. Mostly coding and art work I suppose?
Title: Re: Project6014 - a mod and faux sequel to Star Control II
Post by: Alen on June 22, 2009, 11:24:32 pm
What about the Thrassash? are they going to be in it because I always liked those crazy rhinos.
Title: Re: Project6014 - a mod and faux sequel to Star Control II
Post by: carbunkyl on June 23, 2009, 12:09:00 am
Hey hey.
Its unfortunate that the rightside map races are out, though the way I see the galaxy after the end of SC2 would put them all out anyways.  If I'm going to help, all I can do is write you some dialogue.  It'll be fun.  

Perhaps, hear the way I see the galaxy after the big SC2 war.

The Druuge have declared war on the Melnorme,  citing galactic trade infringement as the reason to go to war.  However, their true intention is to get at the Slylandro homeworld, which is currently under the protection of the Melnorme (after the war, Zelnick informed Greenish that the probe he sold the Slylandro was faulty.  By Melnorme law, their entire species now owe a very large sum as a penalty for selling faulty wear to the Slylandro race.  Upon hearing that their chief competitors were indebted to another race, the Druuge learned of the Slylandro from the Umgah.  The Umgah also informed them that a Slylandro, being a gasous creature, with a few simple genetic and biomechanical alterations, is a being that could theoretically produce a nearly unlimited source of fuel for the Druuge death furnace - whther or not the Umgah can be trusted is difficult to say, though the Druuge are far too greedy to not fall for the Umgah's information hook line and sinker, even if it may be a grand Umgah joke.).  Together, the Druuge and Umgah are attacking the Melnorme.  While the Umgah slowly approcah the Slylandro homeworld.  The attack on the Melnorme has particularly bothered the Utwig, and they have come to the Melnorme's rescue.  Now, they fight the Druuge.  And the Supox fight the Umgah.  

The Supox are slowly being erradicated by a disease manufactured by the Umgah.  If the Supox are allowed to die out, the Utwig will suffer another great depression and the Melnorme will ultimately be destroyed.  The Supox still  fight on valiantly however, and pray for the day their wilting, shriveling roots and leaves will blossom again.

This whole outer ordeal is called the Trade War.  So, why aren't the other races getting involved?  They have their own diffculties and can't really spare the resources to bother with the rim worlds.  

When the slave shield fell on Earth, the Arilou instantly appeared again in Terran space to help with the rebuilding of Star Control.  This would have been welcome if it weren't for the Orz, who were already present.  Now the Arilou and Orz are fighting a cold war in Earthling space.  The two species now insist on working together with the Earthlings to rebuild Star Control, and insist that there be an equal representation of Orz vs the number of Arilou at each operation.  Neither the Orz or the Arilou are saying much.  Needless to say, Earth space has become very *spooky.*  

The Spathi are slaved shielded.

The Mycon were in ruins.  They could have been destroyed.  But it was the Pkunk Queen Braky Birdy who stayed the New Allaince's hand, quoting, "Halt, you know not what you do?  Why do you do this thing?  These are the words.  Similar words as a hero has said as it rang out across the universe in a million hyperpsychicsonic transmission that screamed into every Pkunks ear as though it were a very, very, very, very, very loud squawk made very close to your hearing canal early in the morning by your Yehat companion.  I did not anger when my companion squaked at me, even though I was deafened for three cosmic cycles afterwards, though I could not hear at all with my hearing canals, I could listen to the cosmos just the same, if not stronger with my cosmic third eye.  So I ask, do not harm these parculiar mushroom people any further, the universe told me yesterday that they still serve some sort of big purpose."  So instead, The Mycon became a slave race to the Syreen.  Millions of Mycon served one Syreen lady.  This would have been grand if it hadn't been for Juffo Wup.  After some time, about half of the Syreen had become infatuated with the Juffo Wup from too much exposure to Mycon psyche.  The Syreen that have escaped the control of the Juffo Wup have left Syreen space and once again become travelling space gypsies.  With the massive power source supplied by Mycon technology, Syreen psionic amplifiers have been greatly improved.  The Juffo Wup turned its attention towards the VUX, who have now in part fallen under its psychic control.  Only the worst and most prejudice VUX were able to resist in following the Syreen compulsions, through sheer strength of disgust at following any bipedal ugly humanoid like the Syreen.  The Juffo Wup is currently advancing on the next closest species, the Shofixti.  With the recent merging of the Pkunk and Yehat, though the Yehat all immediately believed it would be correct to aid the Shofixti, Braky Birdy was still a strong advocat for the preservation of the Mycon.  And now Braky Birdy has been assassinated.  The Pkunk and Yehat are in utter disarray while the Juffo Wup bears down mercilessly on the already weakened Shofixti race.  While the remnant of the VUX fleet fights on.  

The Chmmr have balanced the terms with both Ur-Quan species.  A pervading calm fills the middle quadrant.  Councils have been established for what the humans sardonically refer to as the "Second Process."  Similar to the original "process," the Chmmr have been talking philosophy with the Ur-Quan for a very long time now.  Little has been accomplished.  But, much like it takes a human a long time to re-evaluate his life, the Ur-Quan have been living for milennia and there will be no changing overnight.  Ur-Quan philosophy is fabulously advanced compared to anything even the Chenjesu or Mrnmhrmn had (let alone humanity), and the Chmmr are slowly coming to terms with this.  In a way, the Chmmr are also coming to terms with their newfound power.  As they learn more about the Ur-Quan principals of philosophy, the more their species is tempted to follow the path of Now and Forever or the Eternal Doctrine.  They are both exceptionally convincing.  This has led to some Chmmr trying to devise a way to uncombine the Chmmr, so that if neccessary, they will be able to relinquish their power should the temptations of the path and doctrine take them.  
The ZogFotPik have made things somewhat difficult as of late as they have been attacking the Ur-Quan mercilessly.  They have equated teh UrQuan with the Zebranky.  Of course, the Zebranky don't exist anymore.  So, why should the UrQuan!
To make matters worse, they have enlisted the aid of two spent swimmer, the Thraddash and the Ilwrath.  And the ZogFotPik loosely call this new triad the Ill-Thrad-Zfp.  Or Itz.  The Ilwrath being more than happy to turn on their once powerful masters in terrific evil glory, and the Thraddash moving into another culture, one that happens to be ruled by the ZFP. 

In all this chaos, you would think it couldn't get worse.  But the team at Vela is uncovering more precursor technology.  Including information about the mhrnmhrm and mycon colonization species experiments.  And last but not least, they think they've discovered where the Androsynth went.  Or more specifcially, where the precursors went before the Androsynth suffered a similar fate.

...
Anyways, these are all certainly not steadfast ideas.  But I do think that the galaxy would look something like this after the war.  

So yeah, tell me about the game!  What can I write for you?

Peace,
Title: Re: Project6014 - a mod and faux sequel to Star Control II
Post by: Lukipela on June 23, 2009, 06:31:15 am
Hmm.. Cedric hasn't been a very active poster lately, but I'm sure he'll get back to you on that. I'm not sure how smart it is to post all your story stuff out public though, since I thought Cedric's mod had taken a hush hush approach to the story.
Title: Re: Project6014 - a mod and faux sequel to Star Control II
Post by: Zeracles on June 24, 2009, 12:26:40 pm
Yeah, I remember when Son of Antares posted an idea for a race I think, it was deleted, probably because Cedric sent him a PM asking him to. Carbunkyl, maybe you should edit most of that post out and instead send it to Cedric in a personal message :)

I've written some stuff, but I want to do several iterations and won't have anything close to final for a while.
Title: Re: Project6014 - a mod and faux sequel to Star Control II
Post by: carbunkyl on June 25, 2009, 05:01:08 pm
I'm not too concerned.  I have no idea where the story that he's creating is at anyways.  That's just how I would do it.  haha
Would I?  Probably not.  But I can see any number of variations on this theme. 

Let's see where this goes gentlemen, and just appreciate the possibility.
Title: Re: Project6014 - a mod and faux sequel to Star Control II
Post by: Lukipela on June 26, 2009, 03:11:19 am
I'm not too concerned.  I have no idea where the story that he's creating is at anyways.  That's just how I would do it.  haha
Would I?  Probably not.  But I can see any number of variations on this theme. 

Let's see where this goes gentlemen, and just appreciate the possibility.

If you simply want to discuss how the situation looks after SC2 ends, I can move your post to General Discussions or Suggestions for a new StarControl. That way we can ponder and discuss your ideas without messing up Cedric's project thread. If you just wanted to leave this here for Cedric to check at some point, I'll leave it. But let's not stray too far out into random story debating in here though, lest we drown out the purpose of the thread.
Title: Re: Project6014 - a mod and faux sequel to Star Control II
Post by: carbunkyl on July 03, 2009, 08:24:12 pm
Luki: Sure, we can move it there.  Might as well.  Looks like not much is happening with the mod ATM.

But I officially offer my services as a writer for text for the project.  I do lots of writing, and think it would be fun.  I love Star Control. 
Title: Re: Project6014 - a mod and faux sequel to Star Control II
Post by: gihren on August 03, 2009, 04:27:30 pm
Didn't the Melnorme have a "sold as-is" policy?  As true traders, they'd likely have few consumer protection laws.  Ferengi without the crazy customs, I think.
Title: Re: Project6014 - a mod and faux sequel to Star Control II
Post by: Cedric6014 on October 02, 2009, 05:01:26 am
Hi all!

no havent given up, have been waylaid by work, wedding and travel

In one month when im back in NZ, ill resume the enormous task.

still after people to do sprites and sounds. sing out if you can help out

seeya!
Title: Re: Project6014 - a mod and faux sequel to Star Control II
Post by: Cedric6014 on October 02, 2009, 05:12:33 am
And also,

ONe million apologis to ll those to whom I havent replied, be it posts to threads or PMs. Im really sorry about that. Its not my syle but ive been uber busy

sorry sorry sorry! ill sort everyint tout in one month. seeya!
Title: Re: Project6014 - a mod and faux sequel to Star Control II
Post by: Angelfish on October 02, 2009, 05:31:35 am
Good to see that this project is still not dead.
But please, remember that it's better to get something playable out fast to gain momentum for your project, than to wait until you have something really good. :)
Also, unfortunately I believe that it's impossible to mod UQM in such a way that you can create a small space adventure without much effort. :(
Title: Re: Project6014 - a mod and faux sequel to Star Control II
Post by: Cedric6014 on October 02, 2009, 07:27:41 am
Ah the luxury of being trapped in frankfurt airport for 8 hours with free internet - although I might have to buy Zurich insurance...

Angelfish:
I agree that momentum is good and it has been lacking of late. I'm sure a decent progress report will ignite things again. I just wish I had been more responsve to the posts and PMw hen they happened. tht would have been helpful to the cause

Also, I've done at least enough work so far to become fully aware of the immense effort required
Title: Re: Project6014 - a mod and faux sequel to Star Control II
Post by: Eth on October 02, 2009, 10:16:00 am
  S'all good.  I haven't been doing anything for Project 6014 either, so you're in good company!   ;)
Title: Re: Project6014 - a mod and faux sequel to Star Control II
Post by: Alen on October 02, 2009, 11:13:04 am
I completely forgot about this, another mod for SC!
Title: Re: Project6014 - a mod and faux sequel to Star Control II
Post by: Smoke353 on October 02, 2009, 04:18:34 pm
Oooh I didn't even see this.  I'd be willing to help out with a race dialog or something else maybe.  :)
Title: Re: Project6014 - a mod and faux sequel to Star Control II
Post by: Nuclear on October 05, 2009, 04:33:28 pm
As I might have mentioned before, I have a cool race/ship idea in my "your own starcon race" thread. :-{ )
Title: Re: Project6014 - a mod and faux sequel to Star Control II
Post by: Cedric6014 on October 15, 2009, 09:52:49 pm
Oooh I didn't even see this.  I'd be willing to help out with a race dialog or something else maybe.  :)

Duly noted!


As I might have mentioned before, I have a cool race/ship idea in my "your own starcon race" thread. :-{ )

Also noted, although from memory i think we have enough new races. need help with ship designs though
Title: Re: Project6014 - a mod and faux sequel to Star Control II
Post by: Nuclear on October 15, 2009, 10:39:36 pm
It HAS a ship idea....
Title: Re: Project6014 - a mod and faux sequel to Star Control II
Post by: Angelfish on October 15, 2009, 11:37:55 pm
Timewarp has a lot of custom ships, can't you borrow some ships from them? :)
Title: Re: Project6014 - a mod and faux sequel to Star Control II
Post by: Dragon on October 15, 2009, 11:43:37 pm
Also, isn't there a ship idea thread over at UQM?  I forget exactly...
Title: Re: Project6014 - a mod and faux sequel to Star Control II
Post by: Smoke353 on October 16, 2009, 08:57:17 am
It HAS a ship idea....

As I recall, your 'ship idea' has absolutely no description of what the ship actually does...
Title: Re: Project6014 - a mod and faux sequel to Star Control II
Post by: Nuclear on October 16, 2009, 02:52:46 pm
You must have not seen my update than! The HabCorperal Terror ship controls like an Utwig and has dual nukes and sapper drones.
Title: Re: Project6014 - a mod and faux sequel to Star Control II
Post by: Cedric6014 on October 17, 2009, 02:01:05 am
You must have not seen my update than! The HabCorperal Terror ship controls like an Utwig and has dual nukes and sapper drones.

how about a link for the lazies
Title: Re: Project6014 - a mod and faux sequel to Star Control II
Post by: Nuclear on October 17, 2009, 10:47:40 pm
Can't do that on a durn PSP (dont let me get into it).
Title: Re: Project6014 - a mod and faux sequel to Star Control II
Post by: Rob on October 19, 2009, 05:55:22 am
This looks like a really great idea, if it is in fact going to happen. I'd like to contribute in any way you need, in particular writing dialougue or creating a race.

Are there still no screenshots? Maybe you can just take a quick shot of the map?
Title: Re: Project6014 - a mod and faux sequel to Star Control II
Post by: Nuclear on October 19, 2009, 03:21:06 pm
Well I've defied what I said last post. Heres the link to the somewhat forgotton thread:  http://www.star-control.com/forum/index.php/topic,1966.msg31211.html (http://www.star-control.com/forum/index.php/topic,1966.msg31211.html). I've even added in a tiny picture! (again defiling what I said in a different post long ago)
Title: Re: Project6014 - a mod and faux sequel to Star Control II
Post by: Alen on October 20, 2009, 11:19:09 pm
Well I've defied what I said last post. Heres the link to the somewhat forgotton thread:  http://www.star-control.com/forum/index.php/topic,1966.msg31211.html (http://www.star-control.com/forum/index.php/topic,1966.msg31211.html). I've even added in a tiny picture! (again defiling what I said in a different post long ago)

Nuclear, I hope you don't mind me asking... But what the hell is that?
Title: Re: Project6014 - a mod and faux sequel to Star Control II
Post by: Cedric6014 on October 26, 2009, 05:25:48 am
This looks like a really great idea, if it is in fact going to happen. I'd like to contribute in any way you need, in particular writing dialougue or creating a race.

Are there still no screenshots? Maybe you can just take a quick shot of the map?

Have a look here rob:
http://forum.uqm.stack.nl/index.php?topic=4409.15

Title: Re: Project6014 - a mod and faux sequel to Star Control II
Post by: Zeracles on October 31, 2009, 03:04:11 pm
Sorry Cedric, I read what I've written so far and decided it'd be best to start over. Rewriting this summer. But I just sent you a ship idea.
Title: Re: Project6014 - a mod and faux sequel to Star Control II
Post by: oddSTAR on November 20, 2009, 01:12:41 pm
So, any chance you can summarize what skills you still need, Cedric?  It's hard to piece it together from the entire thread...  ;)

For what it's worth, I'm also willing to contribute something to your project.  I'm coding and graphics illiterate, but certainly willing to do some additional writing or plot development (if needed) or preferably editing and/or music.  Let me know...

Best of luck!
Title: Re: Project6014 - a mod and faux sequel to Star Control II
Post by: Cedric6014 on November 25, 2009, 11:30:56 am
So, any chance you can summarize what skills you still need, Cedric?  It's hard to piece it together from the entire thread...  ;)
For what it's worth, I'm also willing to contribute something to your project.  I'm coding and graphics illiterate, but certainly willing to do some additional writing or plot development (if needed) or preferably editing and/or music.  Let me know...
Best of luck!

oddSTAR, thank you for your interest! The more people that are interested, the better

My priority right now is to release a small demo where you can fly around the new universe in a cool new spaceship and do some basic conversation with your old friends.

Here are the the things I want in my demo release (with colour-coded progress report):
  Navigation in truespace and hyperspace with Chmmr explorer (mostly done)
  Chmmr explorer outfit starship graphics (done)
  Chmmr explorer ship yard graphics (not done)
  Introductory dialogue with Yehat (done)
  Introductory dialogue with Syreen (mostly done)
  Introductory dialogue with Shofixti (done)
  Introductory dialogue with Chmmr (done)
  Introductory dialogue with Earthlings (partly done)
  Introductory dialogue with Melnorme (done)
  New Comm screen for earthling cruiser (not done)

Nice to haves:
  Graphics and intro dialogue for one new alien race
  New Comm screen for Syreen Penetrator
  New Comm screen for Syreen starbase
  Melee capability with Chmmr explorer

So sadly its mostly graphics stuff thats required at this stage - stuff that I'm not good at either.

An outline of the main plot devices has been sketched out, but the actual plot ending is still up in the air. Whne the demo is out, I'll turn my mind to the actual story part.

Oh, long term, themes for new alien races and ditties for new alien ships will be needed too :)

So if youre musically inclined you can have a crack at those!

Title: Re: Project6014 - a mod and faux sequel to Star Control II
Post by: Lukipela on November 25, 2009, 11:53:25 am
Wow, that's not a bad status report. Glad to see that this thing is rolling forward! I wish I could help you out, but art isn't my thing.
Title: Re: Project6014 - a mod and faux sequel to Star Control II
Post by: Alen on November 25, 2009, 12:06:06 pm
It looks like the demo is almost ready to come out with abit more work.
Title: Re: Project6014 - a mod and faux sequel to Star Control II
Post by: Cedric6014 on November 25, 2009, 12:55:13 pm
It looks like the demo is almost ready to come out with abit more work.

A LOT of work. Everything takes time and effort. As much as Id like to promise a demo out next week, I have to be realistic and say that its months away. And thats only if I can recruit artists for the Comm screens. These arent things a normal person can do themselves. Theyre works of art every single one of them. Have a look at the background of the Syreen and youll see that its not a job for mortals with MS Paint. When you think Syreen you just thing of the blue reclining figure but look how rich that background is. I think thats why SC2 was so immersive. So much quality that you only really notice at a subconscious level.

Arg what daunting task this is!
Title: Re: Project6014 - a mod and faux sequel to Star Control II
Post by: Shiver on November 25, 2009, 03:46:23 pm
You're using 0.6.2 code right? What's your plan for when 0.7 comes out, stick with the older code?
Title: Re: Project6014 - a mod and faux sequel to Star Control II
Post by: Cedric6014 on November 25, 2009, 04:02:37 pm
You're using 0.6.2 code right? What's your plan for when 0.7 comes out, stick with the older code?

Yes.

I dont know - when is that likely to come out - 2011?
Title: Re: Project6014 - a mod and faux sequel to Star Control II
Post by: Quinarbre on November 26, 2009, 05:56:00 am
Well, that's enough lurking for me. I'm willing to give a shot at helping with this nice project of yours, and I may actually find some time to do so.
Is there a tech document somewhere ? A wiki ? A sourceforge repository ?
I think I've found sufficient information in the UQM content about how the comm screens are done, but I don't understand where they store the shipyard graphics : are they all in the lbm folder ?

The Chmmr explorer is the one in your avatar picture, right ? (I know the answer probably is somewhere up in the thread, I just want to learn as little as possible of the plot and such).
Title: Re: Project6014 - a mod and faux sequel to Star Control II
Post by: Cedric6014 on November 26, 2009, 11:08:09 am
Well, that's enough lurking for me. I'm willing to give a shot at helping with this nice project of yours, and I may actually find some time to do so.
Is there a tech document somewhere ? A wiki ? A sourceforge repository ?
I think I've found sufficient information in the UQM content about how the comm screens are done, but I don't understand where they store the shipyard graphics : are they all in the lbm folder ?

The Chmmr explorer is the one in your avatar picture, right ? (I know the answer probably is somewhere up in the thread, I just want to learn as little as possible of the plot and such).


Hi Quinabre

Yes that's the Explorer

I'll send you a P.M. to fill you in - so check your messages

Welcome to the form by the way.
Title: Re: Project6014 - a mod and faux sequel to Star Control II
Post by: Cedric6014 on November 28, 2009, 01:36:05 am
And here's a pretty picture:

(http://i50.tinypic.com/2450j5s.jpg)

Thanks Luki!

Title: Re: Project6014 - a mod and faux sequel to Star Control II
Post by: Lukipela on November 28, 2009, 01:40:30 am
And here's a pretty picture:

By the way, if anyone can advise on how to actually display this larger, please do



I use tinypic for uploading, they give you several different size choices. If you've got some objection to using them, I might be able to help you out with hosting as well, just PM me.
Title: Re: Project6014 - a mod and faux sequel to Star Control II
Post by: Shiver on November 29, 2009, 03:04:55 pm
You're using 0.6.2 code right? What's your plan for when 0.7 comes out, stick with the older code?

Yes.

I dont know - when is that likely to come out - 2011?


Uh, yeah. Good luck with the project.
Title: Re: Project6014 - a mod and faux sequel to Star Control II
Post by: Bleeding Star on December 02, 2009, 10:11:01 am
My priority right now is to release a small demo where you can fly around the new universe in a cool new spaceship and do some basic conversation with your old friends.

So sadly its mostly graphics stuff thats required at this stage - stuff that I'm not good at either.

An outline of the main plot devices has been sketched out, but the actual plot ending is still up in the air. Whne the demo is out, I'll turn my mind to the actual story part.

Oh, long term, themes for new alien races and ditties for new alien ships will be needed too :)

I'm super-excited about this project. Sadly, I'm also useless at graphics and music and all that rot, so I'll stick to cheering from the sidelines.
Title: Re: Project6014 - a mod and faux sequel to Star Control II
Post by: Lukipela on December 10, 2009, 11:33:17 am
It seems that the project has picked up some sped again, which is awesome. Art is a hard part of a project, but it looks like you're moving forward.
Title: Re: Project6014 - a mod and faux sequel to Star Control II
Post by: Alen on December 10, 2009, 01:38:54 pm
Cant wait for the BETA! This really is a promising mod.
Title: Re: Project6014 - a mod and faux sequel to Star Control II
Post by: Cedric6014 on December 10, 2009, 03:23:41 pm
Cant wait for the BETA! This really is a promising mod.

A Beta is years away, a fully playable demo however, merely months.

Actually the speed at which this moves forward is almost entirely determined by the frequency of high quality art coming in. Art is something only special people can create. Everything else is doable by monkeys like me with enough time.
Title: Re: Project6014 - a mod and faux sequel to Star Control II
Post by: Alen on December 10, 2009, 04:26:12 pm
in that case im ecstatic about the demo!
Title: Re: Project6014 - a mod and faux sequel to Star Control II
Post by: Cedric6014 on March 02, 2010, 12:19:16 pm
A quick note.

Ive hardly done anything on this in the last two months so progress has been snails pace. Others in the team have done a few bits and pieces though, and good quality stuff too.

Right now its summer and its really hard to justify working on this when its nice and sunny out and there are so many summery things on (like building retaining walls). Id hoped to have the demo out mid-April but Im not sure that will be possible.

As usual we are hamstrung by lack of decent art. So If we get something fantastic soon then the game could change completely and we could be in business.
Title: Re: Project6014 - a mod and faux sequel to Star Control II
Post by: Scott_Irving on March 04, 2010, 06:57:44 pm
What is it your after right now?
Title: Re: Project6014 - a mod and faux sequel to Star Control II
Post by: Cedric6014 on March 06, 2010, 10:40:34 am
What is it your after right now?

Specifically and most immediately, new comm screens for Earthling Cruiser, Syreen Penetrator, and Syreen Starbase/Homeworld


Title: Re: Project6014 - a mod and faux sequel to Star Control II
Post by: Scott_Irving on March 08, 2010, 05:43:11 pm
Ah yes, i started making a Cruiser comm screen but never got very far, let me see what i can do though..
Title: Re: Project6014 - a mod and faux sequel to Star Control II
Post by: Cedric6014 on March 08, 2010, 11:45:49 pm
Ah yes, i started making a Cruiser comm screen but never got very far, let me see what i can do though..

That would be super!