PROJECT: "SRS"
|
|
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). |
|
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
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). |
|
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:
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). |
|
PROJECT: "SRS" | Audio & Music Influences This is just an "off the top of my head" list of artists...
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;
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). |
|
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.
Also this 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). |
|
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.
ACT IV: Player & NPC relationship update #4 happens here 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.
ACT V / A-Story Conclusion: Player & NPC relationship update #5[A] happens here Ok, so to make this long story a little shorter...
ACT VI / B-Story Conclusion: Player & NPC relationship update #5[B] happens here
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). |