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TREKCORE >
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DESIGNER DIARY > Dev Update
PUBLISHED: September 9, 2006 AUTHOR:
Daron Stinnett
This was a development update posted by Daron in the
StarTrek-Online.net message boards. We generally only include
development updates from the official site, but considering the lack of
updates and the information and length of this update we feel it is
worthy of inclusion. It’s been a long time
(too long) since I’ve given the community an update on how things are
going for the Star Trek Online team and with today marking Trek’s 40th
(happy birthday Trek!), I thought it would be a great time to do some
catching up. I’d like to start off by giving everyone a sense of what to
expect going forward. Star Trek Online was announced about a year before
development began in earnest. And as a result, we had some catching up
to do in order to reassure the fans that we were treating the license
with respect and demonstrate our commitment to developing a high quality
game. We’ve also really enjoyed the opportunity to share some of our
design ideas with the community and get feedback. As you might imagine,
our first year of development involved a lot of brainstorming on paper
while the foundation for our new client engine and toolset was being
built. It was a perfect time for us to bounce ideas out to the
community. And the feedback we received had a very valuable effect on
our decisions and thought process.
In the last few months, we’ve gradually shifted out of the
pre-production phase into our first production stage. We now have a base
of staff and technologies that allow begin implementing the ideas we had
on paper and shift our decision making process towards evaluating the
real thing. We can dream all day about what will make for a great Star
Trek game, but the best result will come about by getting the game up
and running and refining the elements that work. All this is a way of
saying that we’ve been, and will continue to be heads down as we build
and evaluate our results. It’s a highly iterative process that has
everyone on the team very focused on the daily development cycle. Over
the course of the last year, we’ve also released a number of images.
Again, we felt the need to give the public some idea of where we were
taking things and a feel for our capabilities. The flip-side of
releasing images early is that it erodes our ability to do a grand
reveal for the new look we’ve created to for the game and it’s era. So
going forward, we’re going to go dark, or perhaps I should say – stay
dark. This doesn’t mean we’ll cease communicating with the community, or
the press, or releasing images. In fact we’re in the process now of
readying our teaser site, and like any good movie teaser site, we expect
it to convey a sense for the STO’s soul without yet revealing too many
details. And in general, we intend to be more selective about what
information we do release so we can build suspense and get ourselves to
a place where we can confidently share details about what we’ll
ultimately deliver.
Okay, now that I’ve gotten that out of the way, I’ll get on to the
development update…
For starters, we moved last week! For the last nine months or so, the
Star Trek team was a few blocks from the Perpetual main offices and
we’re really glad to be reunited with the Greek Gods and Goddesses that
are busy finishing up Gods & Heroes. While we really liked our old
space, our new space is even better and everyone is looking forward to
being just a flight of stairs away from the wealth of MMO expertise
contained that is the G&H team.
Speaking of G&H, we’ve been having a field day with their excellent
server technology. With our ability to leverage the Perpetual Platform,
we’ve quickly merged our new client engine with the server so we’re now
logging in, choosing servers, and creating a character. At the moment,
all of this happens from a temporary interface, but we will have a
graphic UI up and running for these functions in the next few weeks.
Once you’re logged in, we can run a character around a prototype space
station. There’s not much to do on the space station at the moment, but
it is a good test-bed for character movement, camera, collision,
rendering, and animation. From there, you can beam to your ship. The
transition to your ship is quick, and once in space, you can fly around
an engage other NPCs and players in a surprisingly polished form of
space combat for this early in development. There are only a couple of
weapons at the moment, but even so, the presentation makes for a very
compelling experience and a great base for further refinement and of
course new weapons and other abilities.
In a few weeks, we’ll have the space combat refined to the point where
we’ll have a basic set of skills, effects, damage model, AI, and cameras
to the point where we can truly start to evaluate and refine our space
combat model. Given that we can already log multiple players into a
server and see each other in the game, having combat up and running
means the we’ll be able to begin weekly team play sessions so everyone
can get in on playing and refining the combat experience until it is
something truly special. And while ground combat is also working at an
early stage, we’re more focused on space combat at the moment because
that’s where we see the most risk and opportunity.
When we finish up our first rev of our gameplay prototype in a few
weeks, we’ll dive into the task of creating our first sector. The design
team is already focused on the task of laying out the sector by
specifying a range of both space and ground mission areas. One of the
issues the design team is going to tackle next is scale vs. speed.
Before we start building assets to populate our first sector, we’ll have
to figure out exactly how fast the ship travels at impulse relative to
its size and the size of the objects that you’ll see and explore in the
world. The tuning of these parameters will have a dramatic effect on how
the game feels. And it will be a delicate balance; make the ship too
slow and the world will feel boring, make it too fast and players will
whip past each other at dizzying speeds, combat will inevitably spread
out, etc. And we’re all looking forward to getting a first hand feel for
what it will be like to fly around a fully realized sector including
moving between points of interest and beaming to and from surface zones.
So the next couple of months will be big for us. With the ability to
engage in space combat and limited ground combat, fly around a sector,
and run quests that span space and ground zones, we should start to get
our first true understanding of what it will be like to play within this
world we’re creating. And after nearly a year of R&D and design work,
the team is really looking forward to having the ability to start
playing so we can begin the real process of refining gameplay to a point
where it is truly entertaining. Not to mention the fact that PvP happens
to be a great way to resolve internal team disagreements...
- Daron
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