PROJECT: "SRS"
[ Star Raider Squadron ] 
Welcome to the PROJECT "SRS" homepage!

This online resource is provided for all friends and third-parties who are actively helping or supporting PROJECT SRS, and will be continually updated with new information as it becomes available. On this page you will find metrics and instructions for:

The intension will be that each section will be continually updated as new project metrics and direction are finalized.


If you have any milestone/discipline-specific questions or need more information, just ask! Be sure to check out the project Goals page first, and send an e-mail to nik@mohilchock.com to get all the answers you need if you can't find them anywhere on this page (so that I can add it here).


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PROJECT: "SRS" | Goals

This section tracks any progress made toward our Project Goals. These progress milestones will not only keep everyone informed about our struggles AND successes, they define the quality standards for every goal we try to achieve. Ideally this list of goals and progress milestones will be an affirmation to us that we're on the right track. :)

PROJECT "SRS" GOALS & MILESTONES

  • Code Goals
    • Currently waiting for a complete feature list for vertical slice + development roadmap.
  • Art Goals
    • Art Production should begin pending a review of the Style Guide when it is complete.
  • Audio Goals
    • Pending a list of game events requiring one or more sounds. Design is responsible for delivering this list, and it will continue to be updated pending reviews of both theStyle Guide and Audio & Music Influences.
  • Design Goals
    • Deliver documentation for UI flows for Player Lobby, Map Screen, Pause Menu, 'Star Deck' & 'Venue' overlays.

    • Deliver vertical slice goals with action plan.

    • Prioritize tasks for vertical slice deliverables.

    • Story Progression System and Narrative first drafts are complete. 'Global Story' first draft complete. Individual Player/NPC story arcs have not yet been written (pending approval of global narrative). Current narrative design can be viewed here: Game Experience/Narrative Design

As with other sections of this page the project Goals, Status, and Milestones will be continually added to this section as updates become available.


If you have any milestone/discipline-specific questions or need more information, just ask! Be sure to check out the project Goals page first, and send an e-mail to nik@mohilchock.com to get all the answers you need if you can't find them anywhere on this page (so that I can add it here).


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PROJECT: "SRS" | Content Creation

Creating content for PROJECT SRS is relatively straight forward. Original PSDs, concepts, and other source material belongs in the SOURCE folder, under a category like "art," "audio," or "data." Assets intended to be integrated into the games' existing texture pages should be uncompressed PNGs with 8-bit alpha channels. Music files should be *.ogg format, while audio FX and dialog should be original *.wav format (music also requires confirmation of artist/agency permission for commercial use).

...and, try to take it easy on the programmer + design director; they are autistic. :)

PROJECT SRS is currently helmed by two people:

  • Design + Code: NIM [currently looking for someone to take over some responsibilities]
  • Art Direction: [roll currently empty - NIM is the current point person for this discipline]
  • Audio Direction: Jesse Henderson

Questions concerning specific disciplines/content submissions can be directed to these people.


If you have any milestone/discipline-specific questions or need more information, just ask! Be sure to check out the project Goals page first, and send an e-mail to nik@mohilchock.com to get all the answers you need if you can't find them anywhere on this page (so that I can add it here).


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PROJECT: "SRS" | Audio & Music Influences

This is just an "off the top of my head" list of artists...

  • Gunship (If I had to narrow it down to one song... it would be "The Mountain".)
  • Zeta (The obvious choice.)
  • Carpenter Brut (Yes, THIS Carpenter Brut, especially THIS Carpenter Brut)
  • Perturbator (...and yes, THIS Perturbator)
  • John Carpenter (like, all of the John Carpenter)
  • Power Glove (There's an "unpolished" quality to a bunch of songs that I kinda dig.)
  • Lazerhawk (OMG there are some things that are just perfect in "King of The Streets".)
  • Other noteworthy mentions: [ A good "audio glossary" to listen and get ideas for tones and textures, Blade Runner 2049 Soundtrack, and SURVIVE, the group that composed the soundtrack for 'Stranger Things' (Also, there are a few things in this article that I want to try and hopefully achieve regarding music and soundscapes: Kotaku - Enter The Gungeon Soundtrack).]
  • I've assembled a (rather large) playlist on Spotify which contains all of these examples and dozens more, which you can listen to here: Nik's Retro-Electro-Pop-Inspirational-Dark-Synthwave Mix Up

I do want to talk about "theme" some more with regard to how music genre ties into gameplay, but it's best if I simplify;

  • During normal gameplay, music should be evoking a sense of "look how awesome I am, I'm crushing it, I'm Blade at the vampire meat locker night club". It's a "bad-ass party" vibe like a monster truck show or a fight from the Matrix. The driving beats and major chords should be celebratory, empowering, but feel very edgy and surprising (lots of chord variation while maintaining a loose adherence to a basic thematic melody). Players should hear this and feel like they're doing an awesome job, even if they're terrible at the game. Pop-inspired, + a dash of Hip-Hop, Trance, EDM, and minimal rock influence.

  • Boss fights should have a very different tone without sacrificing tempo or impact. More Metal/Industrial influence. KMFDM's "After The Flesh" from The Crow Soundtrack, Rob Zombie from numerous films and albums ("Hands of Death" featuring Alice Cooper, "Iron Head" featuring Ozzy Ozborne, "Bring Her Down [To Crippletwon]", "Lucifer Rising"), and "Light Up The Night" by The Protomen are all real good examples of high-energy, dark atmosphere, and bad-ass menace. The goal is to make players feel as though they are dealing with a worthy adversary with lots of swagger and "bad-ass machismo". It should NOT feel "bleak", overtly dark or intimidating/threatening, or discordant/anti-contiguous to the normal gameplay score.

  • Title/Menu music should have an atmospheric vibe that conveys the sense of quiet excitement and anticipation of being at an amazing concert, waiting for the greatest band in the world to come on stage and play. Minimal percussion, mostly melodic and slow but dramatic in both tone and octave depth - a "something amazing is about to happen" vibe, highly thematic, slower paced, not music that you would expect people to dance to. Lots of swells, fades, almost similar to orchestral tuning without random dischordent distraction, similar to the intro to Metalica's "Damage Inc." or Thomas Bergersen's "Final Frontier".

  • Stingers/Celebrations should be very simple - two or three notes max, major chords, simplified variants of the classic Zelda "You got an extra Health/Item/Ability!" jingle, but over produced with additional instruments and percussion. These are not crucial elements, but the audio should convey a feeling of "Did you just see how amazing you were?" and should downplay the background music during gameplay.

If you've got any suggestions similar to these let me know and I'll post them.


If you have any milestone/discipline-specific questions or need more information, just ask! Be sure to check out the project Goals page first, and send an e-mail to nik@mohilchock.com to get all the answers you need if you can't find them anywhere on this page (so that I can add it here).


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PROJECT: "SRS" | Style Guide

Ok, legit update. I've uploaded a zip file that contains virtually all the art I've created for SRS so far. If you see something in the game that isn't represented here, it's probably being drawn direct from the engine renderer or a placeholder hasn't been set yet. Use all the art within to familiarize yourself with how the assetts are created and formatted to work within the game engine, and how the renderer changes how the images appear with certain effects applied.

Engines Sprite Sheet

Also this sprite sheet:

Engines Sprite Sheet

...I just hope anyone can look at it and "get something about it" until we flesh all this out a bit more. :-)


If you have any milestone/discipline-specific questions or need more information, just ask! Be sure to check out the project Goals page first, and send an e-mail to nik@mohilchock.com to get all the answers you need if you can't find them anywhere on this page (so that I can add it here).


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PROJECT: "SRS" | Game Experience / Narrative Design

Star Raider Squadron features both a story-rich universe with player-driven outcomes, and a robust Action-RPG take on classic "shmup/bullet hell" top-down arcade shooters - blended into a compelling mix of satisfying combat and narrative adventure. To be accessible and engaging, the backstory and universe-building of SRS requires the use of generic archetypes and basic social interactions that are easily adaptable to NPC actions, circumstances, and dialog that players can quickly and easily grasp. Players are encouraged to respond honestly about how they feel about the interactions with NPCs and player characters for maximum player/character parity. This helps to make the NPC reactions feel genuine.

Players choose to play the role of one of six differnt animal races who each have intertwining storylines, and can affect the relationships between their teammates with the help of simple emotional and logic responses (love, anger, accept or 'Yes', and deny or 'No'). This is all facilitated with a simple analog stick interacton from the player during "comic cell scenes" that feature the players' chosen characters, and a UI prompt to "emote" a response. Each character has an 'A-story' and a 'B-story', and the outcomes of these stories are governed by two factors: "Confidence Level" and "Happiness Level".

"Confidence Level" is affected by player interactions and emotes that have to do with making choices (simple 'Yes' and 'No' responses in reaction to NPC choices, circumstances, or dialog), or reacting to character statements and assertions. A 'Yes' response increment the confidence level of the NPC and will empower them to have more confidence in making choices that can affect both the global story and the character/NPC 'A' and 'B' stories.

"Happiness Level" is affected by how the player reactes or emotes to other NPCs and characters. 'Love' emotes will obviously increase the NPC/player happiness level, while 'Anger' emotes do the opposite. Happiness level correlates with confidence, which means any affect to happiness will have an influence on NPC/player confidence (i.e. one point of happiness equates to two points of confidence, one negative point of confidence for a 'No' will also equate to minus two points of happiness, etc.).

All the responses add to a matrix of values that determine how an NPC interacts with a player or other NPC, and this ongoing allocation of interaction points progressively offer new potential questions and interactions between both NPCs and other player characters (these interactions are only availbe when playing in 'Story Mode'). This includes options for making bets (with in-game currency rewards), NPC-to-player (and even player-to-player) romances, friendships, rivalries, and even nemesies.

Where in the universe do we begin?

SRS features a story about hope, revenge, loss, war, redemption, and love, in the context of an adult cartoon/anime-style series, with a cast of anthropomorphic animals - defending their home galaxy (known as 'The Den') from a ruthless collective of giant, robotic, insect-like invaders known only as 'The Colony'. Players pilot a number of customizable space ships and work as a squad to plunder cargo or defeat large enemy fleets.

The Colony has destroyed 2 of 5 homeworlds within 'The Den' so far, and is pressing to obliterate the third. Their only opposition is the united armies of 'The Den' known as 'The Den Legion' - a force assembled from four of the five great armies in the galaxy. 'The Den Legion' is losing badly to the persistent onslaught of 'The Colony', and many good citizens of the 'Den' fear that the galaxy will soon fall to the invaders and be forever consumed.

"Wait," you ask, "what about the 5th army?" We'll get to that later. ;)

The first homeworld to fall was Rhoda Prime (really it's just a fancy name for "rodent world"). While The Den Legion came to Avvia's defense and suffered casualties, it was the Avvia SkyForce who were nearly wiped out. In the aftermath of the battle, the planet's citizens choked to death after The Colony poisoned the atmosphere. Any who survived either barely escaped with their lives, or became enslaved or tortured.

Several years later, while the survivors of Rhoda were in the midst of regrouping to take back their home, the second world to be crushed under The Colony's robot boots was Cannin Alpha (and if you immediately though "dog world", you're catching on). This is where one of our protagonists - Captain Rufus Proudpaw - and his story begin.

Captain Rufus Proudpaw had seen first hand what The Colony was capable of as a Den Legion strategic commander, and he witnessed unimaginable destruction. Fearing that his beloved homeworld was next, he pleaded with both Fleet Admiral Rose Whiteclaw and the Den Legion council to begin a widescale mass-evacuation of the remaining Den homeworlds. The council instead was insulted by Proudpaw's "cowardice" and he was court marshalled while the Legion moved the remainer of its forces to intercept the invading forces.

When the battle for Cannis Alpha finally broke, Rufus (who was now no longer a Legion captain) risked everything to save as many civilians and refugees from his homeworld that he could. However, during the attack he not only lost his home, but his loving wife and only daughter, Milly. Feeling both betrayed by the Legion and heartbroken by the loss of his family, Rufus's survival instincts led him to found The Star Raiders.

The Star Raiders are made up of a crew of refugees, misfits, pirates, smugglers, and some of the best pilots from around the Den. Having all lost or forsaken their homes after the onslaught of The Colony, they survive by plundering cargo, scavenging derilict ships for parts, and trading their catch for goods to eek out a meager existence on the outer rim of the galaxy. While not intentionally at odds with The Den Legion, as sworn protectors of all members of the old Alliance of Worlds (protecting freight lanes and policing The Den) they often find themselves battling former colleagues and rivals over plunder and salvage.

Because of this, Captain Proudpaw and The Star Raiders are regarded by The Den Legion as traitors, and criminals of the highest order.

'Story Mode' begins here...

The player's story begins just a couple of weeks before The Colony is about to lay siege to the third homeworld system, planet Avvia. It has been nearly three years since the fall of Cannis Alpha, Legion forces and other groups of rag-tag resistance fighters (who work tirelessly to rescue the many enslaved citizens of prior Colony conquests) have set up a blockade of ships surrounding the planet in yet another attempt to repel the approaching invaders, and of course the Star Raiders are near the front lines, concealed in a nearby (well, "relatively" nearby) nebula, lying in wait to plunder "precious cargo" they picked up information about while intercepting resistance communications, enroute from Avvia to the homeworld Leogata.

The first few missions introduce players to the plucky crew of the 'Star' (yeah, the 'home ship' needs a better, more inspirational or tangible/emotional metaphor for where our players and protagonists are at on this narative romp) and start making reputations for themselves. First Mate 'Gally' and Quartermaster 'Zeke' take some time out of their busy schedules to give players plenty of tips and encouragement. Once all of this stuff has been established, the first major story beat begins.

ACT I: Player & NPC relationship update #1 happens here

Sure enough, just a couple of days before the attack on the Avvia, the rumored "precious cargo" has begun its journey to Leogata and the Star Raider Squadron launches from the 'Star' home ship to intercept. The cargo convoy is ambushed by a Colony recon patrol, and the Star Raiders are forced into a battle to save their plunder. When the Colony ships have all been defeated and the crews of the convoy surrender to Captain Proudpaw, they discover that the "precious cargo" was actually a small group of rescued Colony slaves - one of which is Rufus' presumed dead wife, Luna.

Reunited, Rufus learns that his daughter Milly is still alive and enslaved by The Colony. Luna was in transit to Leogata with tactical information for the Den Legion that may turn the tide of the war, but - either because Luna has no knowledge of what has happened in the years during her capture, or because of Rufus' feelings of betrayal by the Den Legion - Captain Proudpaw has other plans. Filled with both new hope and a desire for revenge, he sets a course for Cannis Alpha to attempt the rescue of his lost daughter Milly.

ACT II: Player & NPC relationship update #2 happens here

The next set of missions focus on the recovery of enemy intelligence, setting up an escape plan, and finally a brazen attempt to destroy the "Overseer" of Cannis Alpha to free the remaining slaves and rondevous with Milly. During their escape, the home ship is critically damaged as it makes the jump to hyperspeed. Milly is reunited with Rufus and Luna, but Luna suffers a grave injury from the attack and she divulges the information she has on The Colony before she dies in their arms.

Not wanting to surrender himself, his family, or his crew to the Den Legion, Rufus instead sets a new course for the Forbidden Quadrant - a wide and mysterious sector of the Den that is off limits to Den Legion ships. Deep within the Forbidden Quadrant is the homeworld of the last great civilization of the Den and the fifth army; the Sauran Empire.

Around the same time, planet Avvia has fallen and the Den Legion is in retreat back to Leogata - concerns are rising since communication with the homeworld has gone disturbingly silent...

ACT III: Player & NPC relationship update #3 happens here

Weeks pass (things move slowly in space), and during the trip to the Sauran Empire the home ship 'Star' has become a wounded animal in a hunt by a ruthless space-faring tribe of mauraders known as the Bautra. As they limp through space desperately trying to keep their home alive, The Star Raiders come across a Sauran army scouting patrol from a distant empire outpost who have fallen prey to a Bautra trap. In exchange for their rescue, the Saurans agree to assit the 'Raiders with their repairs and provide them safe passage to the empire's homeworld, but not before helping them deal with 'the Bautra problem' - in general meaning the defeat and capture of their leader.

(Some exposition is probably needed here, because both the Bautra and the Sauran Empire were once one and the same. Long ago, a leader of the Bautra royal family was assassinated, and when suspicions escalated to a boiling point when no suspects were found, the Bautra clan abandoned the Empire out of rage, believing the other royal houses had secretly conspired to protect each other, and ever since have been bitter blood enemies. Generations of bloodshed have left decendants of both sides who no longer remember what their progenitors fought for, but continue fighting because it's what they've always experienced, and because both change and trust are very hard things to accept.

No surprise though. Oh, and as for that assassination? It was totally House Ophidine. I mean who else, right? They not only kill the Bautra family, they left a number of incriminating pieces of evidence to implicate all the other royal houses, while telling them all that House Ophidine would make the evidence public knowledge and seize control of the Empire if they didn't pledge a secret aligence and pay hush money to keep themselves in power.)

Rufus has other plans (again), and believes* he can broker some sort of cease fire between the Sauran Empire and the Bautra - given his reputation as both a fellow pirate, and his new appreciation of what is now at stake. But to do so, he's going to need The Star Raiders trust in his ability to do so. He calls a rare "all hands" meeting to let the crew decide how to procede after his Navigator - Tessy Longtail - confronts him about why she believs the cease fire won't work. She's an ex-Bautra refugee who doesn't see any reason for the Saurans to stop attacking Bautra.

* Important Story Choice Ahead...
This decision will affect wether the players receive the "maximum happiness global ending". If having better-than-neutral confidence, the bad-ass Captain Proudpaw lands aboard the Boutra Fortress ship right after the Star Raiders disable it at the end of the boss fight, along with the crew of the 'Star'. They imprison the Bautra crew, and...

...fix the weapons system before the Saurans arrive? Sure, lets go with that.

When the Saurans show up to "claim the prize you caught for them," Captain Proudpaw decides that instead of handing the ship over, this "new ship" is way better than his old one and he's gonna keep it, and he turns the weapons onto the Sauran ships, unless... the Saurans AND the Bautra are "willing to look the other way," and promise to stop shooting each other, and look out for each other during these crazy times. The negotiation is a huge success, and the Bautra leave the battle peacefully and show up to contribute to the game's ending.

If Captain Proudpaw is not confident enough after these interactions however, he will decide to go along with the Sauran's wishes and put an end to the house of Bautra. This prevents the Bautra from having any future affect on the outcome of the game's ending.

ALSO: Get it? Bau House? The artistic revolution and political movement? Also Batra is a reference to the scientific study of amphibians? Just like "Sauran" is the Tolkein/Roddenbury equivelent of saying "sentient lizard"? House Ophidine is basically House Slytherine....was it too "on the nose"? ...I'm a dork, aren't I?

Anyway, to end and clarify, both outcomes of this part of the story result in escort/safe passage to the Sauran Empire homeworld, may affect the happiest level ending.

ACT IV: Player & NPC relationship update #4 happens here
Player & NPC romance options are now available (if character happiness level is better than neutral)

Captain Proudpaw arrives on the Sauran Empire homeworld and is escorted directly to the capital to be debrieffed directly by the heads of the royal houses, after hearing about the "successful handling" of the Bautra problem, and more importantly the critical information he carries about The Colony. While they are not "currently" at war with the invaders, the fear that they may become a target in the future is deeply unsettling, and would prefer to have every advantage they can.

A temporary alliance is formed "in recognition of their services to the Empire," and the Saurans get to work on outfitting the Star Raiders with new weapons and defenses (unlocks new damage/resistance classes - "Nanobots" and "Antimatter"). Not a moment too soon, Colony scouts have begun to start poking around in the Forbidden Quadrant.

The next few missions have to do with testing out the new weapons and gear, understanding their mechanics, and then a "filler story mission" where players will either begin a bounty to wipe out remaining pockets of Bautra rebels - or assist the Bautra with proving that the murder of the head of their royal house was really perpetrated by House Ophidine - depending on whether Captain Proudpaw was able to negotiate the cease fire.

The final mission in the Forbidden Quadrant begins with Tessy discovering a faint - but familiar - distress call coming from a distant asteroid field. When the 'Star' arrives to investigate, they come accross the limping remains of a small group of Den Legion ships, hiding in cloud of ship debris. Bringing them aboard, they are all surprised to find Fleet Admiral Rose Whiteclaw among the crew! When Captain Proudpaw hears the news, he summons her to his cabin, along with First Mate 'Gally', to debrief her and demand to know what the Den Legion is up to...

Fleet Admiral Rose Whiteclaw spells it out plainly: Scouts were sent ahead of the main fleet to determine the reason for the communications outage between them and the homeworld. The news that the scouts came back with was devastating; Leogata was gone, and in its place was a fleet of Colony. The occupying force was even larger than the forces they fought against at the battle for Avvia.

So to regroup, she moved the fleet to the far side of the 'Den Nexus' where the Colony wouldn't be able to see them on scanners, and sent a small group of diplomatic envoys to the Sauran Empire in a desperate last-ditch attempt to request aid in defending the last homeworld of the old Alliance of Worlds (the Sauran Empire broke away from the Alliance when the other homeworlds formed the Den Legion, and has been in isolation in the Forbidden Quadrant ever since).

Fleet Admiral Rose had come to lay the Den Legion at the feet/tails of the Sauran army, to defeat The Colony, and to advocate on behalf of the survivors and refugees' safe passage, medical treatment, and asylum. None of this is about pride; it's all about survival now.

At the news of Leogata's destruction, First Mate 'Gally' (a former Leogatan member of 'The Pride') has a crisis of conscience* that will decide Fleet Admiral Rose Whiteclaw's fate, as well as his own.

* Important Story Choice Ahead...
This decision may affect wether the players receive the "minimum happiness global ending".

First Mate 'Gally' needs to be talked down from taking his desire for revenge against the Colony out on Fleet Admiral Rose Whiteclaw for her negligence in protecting his home planet, but it might require some harsh language. It's a hostage situation in which 'Gally' pulls his weapon from its holster and points it at the Fleet Admiral's beak. If 'Gally' is allowed to kill Fleet Admiral Rose Whiteclaw, she won't show up to contribute to the game's ending and redeem herself, for... obvious reasons. This choice later forces 'Gally' to leave the crew and have a very different ending.

However if players manage to keep his "happiness level" at better-than-neutral, he'll spare her life, and this choice later on gives the Admiral a grand redemption, and 'Gally' will remain a part of the crew to the end of the game.

ACT V / A-Story Conclusion: Player & NPC relationship update #5[A] happens here
Player & NPC romance options are still available (if character happiness level is better than neutral)
Player & NPC character 'A-stories' finished

Ok, so to make this long story a little shorter...

  • The crew of the 'Star' must rescue and regroup with the Den Legion fleet, sending them to report back to the Sauran Empire the dire news about Leogata, and convince them to join the Den Legion in the fight against The Colony. Depending on the outcome of 'Gally's attempt to kill Fleet Admiral Rose Whiteclaw, one of them will lead the fleet back to the Sauran Empire for repairs and refits of new weapons and defenses.

  • Upon hearing this news, the crew of the Star act on information from Rose Whiteclaw's connections to the resistance fighters who are secretly operating via the massive network of tunnels under the surface of planet Rhoda Prime, and coordinate between them and the Sauran military to strike back at the Colony fleets and discern what their ultimate goals for The Den might be.

  • We discover (to everyone's horror) that the Colony isn't headed to conquer the Sauran Empire after Leogata, but instead to collapse the Den Nexus - which holds the very fabric of their galaxy together - and it could mean the end of the Den forever. The Colony is a race of 'extreme colonizers', where their entire existance is focused on colonizing the galaxy in the most aggressive way possible. They use the resources of a galaxy to colonize thousands of galaxies - by establishing their empire on every planet on their way to a galaxy's core. Once the Eye arrives, a super weapon from the other side destroys the core of a galaxy and everything near it (the Eye included, but not before their army retreats back through the Eye's portal). With the core destroyed, the galaxy drifts apart, sending whole solar systems out into the cosmos to seed thousands of other galaxies - using the captured planets as living colony ships - like baby spiders hatching and taking to the wind. All the survivors of the war are now in a race to the center of the galaxy to stop the Colony before it's too late.

ACT VI / B-Story Conclusion: Player & NPC relationship update #5[B] happens here
Player & NPC romance options are no longer available
Player & NPC character 'B-stories' finished

  • The Star Raiders, the Resistance, and the Sauran pilots that players first met in the Forbidden Quadrant all arrive to the fight at the same time! A gigantics space battle ensues! Ship corpses everywhere! Just when it seems like the tide of the battle is finally turning, The Eye of the Colony arrives to hollow out the center of the galaxy! Everyone is weak and damaged from the battle, while whole Colony swarms pour out of the Eye to defend it. It charges up with a deafening hum, and out from the opening comes a concentrated beam of antimatter fired straight into the Den Nexus! The Eye is being used to redirect the blast of from a massive doomsday cannon on the other side of the gateway! Any further blasts like that and the galaxy could start to tear itself apart at any moment!

  • The Eye begins to glow, and out comes the biggest battle cruiser anyone has ever seen, just as The Den Legion finally show up, followed by the rest of the Sauran Empire (if players succeeded in stoping 'Gally' from murdering Admiral Whiteclaw, she is in command of the Den Legion fleet - otherwise 'Gally' is in command). The Den Legion take up a flanking position to the giant battle cruiser (off screen) and fire their brand new Antimatter-infused Macro-sized Nano-cannon! It takes a while to recharge, but between each blast it's up to the Star Raiders to buy the fleet time by taking out the battle cruisers defenses. The Sauran army focuses on protecting the Star Raiders by laying suppressing fire down on the swarms of Colony fighters. Players watch dogfights and exploding frigates and corsairs in the distance as the battle rages.

  • After several direct hits from the Den Legion's new weapon, the huge battle cruiser finally goes down in flames! The Eye stops firing into the Den Nexus and begins to turn to the Den Legion fleet. There's a deep hum, a brilliant glow, and a massive beam of antimatter splits the Den Legion fleet in half, nearly wiping them out! Critically damaged, Whiteclaw (or 'Gally') takes the Den Legion capital ship and aims it at the center of the Eye. They seal the vents, program the ship's reactor to overload, and abandon ship just before activating the hyperspeed drive. Rose/'Gally', who must remain with the ship to steer it through the Eye, sacrifice themselves to disable the enemy's massive weapon on the other side from wiping out the rest of the allied fleet.

  • With the massive weapon on the other side of the Gate destroyed, The Eye then turns to target the 'Star' and concentrate fire with the remaining Colony fleet. The Star Raiders jump into action and begin to attack the Eye head-on. Inspired by their bravery and sacrifce to protect the Den and all of it's citizens, the Bautra arrive to take on the swarms of Colony fighters and protect the Star Raiders on their assault! (If Captain Proudpaw wasn't able to negotiate the cease fire, the Bautra never show, and instead the Sauran fighters who first met the player(s) in the Forbidden Quadrant come and sacrifice themselves to protect the Squadron.

  • Finally, the Eye of the Colony is destroyed! It crumbles into pieces as it falls into the Den Nexus and the stability of the galaxy is restored. The Star Raiders - who negotiated peace, united the Den, and successfully led the coalition campaign to save the universe - are celebrated as galactic heroes!

ACT VII: Epilogue

If players manage to save Fleet Admiral Rose Whiteclaw AND help Captain Rufus Proudpaw negotiate the Bautra cease fire, they will receive the "maximum happiness level ending." Failing to do just one or the other results in the "medium happiness level ending," and failing to accomplish both will result in the "minimum happiness level ending."

The endings for the individual characters follow, with their A-story ending resulting from their overal confidence level, and their B-story ending resulting from their happiness level.


If you have any milestone/discipline-specific questions or need more information, just ask! Be sure to check out the project Goals page first, and send an e-mail to nik@mohilchock.com to get all the answers you need if you can't find them anywhere on this page (so that I can add it here).


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