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Halcyon 6: Starbase Commander

Created by Massive Damage, Inc.

A rogue-like sci-fi strategy survival game with base building, tactical combat, crew management and emergent storytelling.

Latest Updates from Our Project:

Quick Update
over 10 years ago – Thu, Oct 15, 2015 at 11:06:49 PM

Helloooooo backers!

Thursday Update!

It's once again time for the Thursday update! (As in... it's... Thursday?)

As always, we're all heads down and hammering away at making H6 super awesome. We've finished a bunch of important, albeit unsexy, things since our last update. We're running weekly sprints now, mostly focused on stubbing in each of the individual features as we finish the underlying architecture.

Since we last talked to you folks, we've integrated base building and officer systems into our working build and we're almost done squishing in ground combat. Jeff and Lucky did their framework wizarding and now Felicity and Kenneth are working on content, gameplay and balance, and of course Peter is stitching all this magic together into H6's serious and shenanigans-filled overarching story. The next features to be integrated into the working build are anomalies and the tech-tree system, after which we’ll polish the save game/load game functionality. Nothing more fascinating than an in-depth discussion on save/load game functionality, we know.

Maybe we can make our UI changes sound more exciting! With each new system added, Linda has revising our UI so it stays clean, consistent, and intuitive across all aspects of gameplay. It's cathartic, watching our placeholder/original UI fall away and watching the new iterations rise from the ashes like a phoenix... with buttons. FIRE BUTTONS!

We also have a confession to make: we're worried that this update might be a little dry. Making steady, weekly progress towards an integrated and functioning build isn't exactly stop-the-presses interesting. But you know what? We're excited about it. With each new feature we fill in and flesh out, H6 gets a little closer to a complete game. That part is legit exciting because it's a game that WE CANNOT WAIT for you guys to play!

Forum registration!

Don't forget to swing by our new forums at forums.pleasestaycalm.com! We're posting screen caps and other tidbits on a pretty regular basis. You can also meet other backers and H6 supporters to chat about all your intergalactic hopes and fears. We intend to use the forums for Alpha and Beta test feedback as well, so get in there and sign up!

If you missed it on the forums or twitter, here are some shots of the revised Ship Building UI and Sensor Array/Research Room models.

Shout Out

The Wanderer

by Red Cloak Games

A gorgeous trailer for an amazing looking side-scroller sci-fi adventure game. Check it out!

UPDATE + STARMAP ITERATION + SHOUT OUTS
over 10 years ago – Thu, Oct 01, 2015 at 11:29:32 PM

Greeeeetings, Halcyon 6 Backers!

Things are humming away here. Ever since setting up the lua-integrated architecture, we’ve been able to add tons of stuff on the fly.

We’re very excited about an combat animation script framework Lucky did over a couple days earlier this week. Since the animation scripts are in lua it’s super flexible and extremely easy to pick up, and it’s going to allow us (and later, you) to build an infinite number of new and thrilling movement-related powers in combat.

If you're reading this on your email, you probably aren't seeing this. If you're reading this on the kickstarter site, you're overwhelmed by GIF-y beauty!!
If you're reading this on your email, you probably aren't seeing this. If you're reading this on the kickstarter site, you're overwhelmed by GIF-y beauty!!

Also, we’re using some balancing tools Kenneth and Felicity made to make sure that all the combat difficulties scale up nicely over the course of the game. In addition to that, the event system can now generate random maps and assign star system traits (bearing juicy events, special encounters and rewards).

STARMAP: A Retrospective

Speaking of the starmap, we thought we’d go over some of our old designs with you and give you some idea of our iterative process over the last few months.

We’ll be looking at the starmap to really illustrate the degree by which things have changed. To do that, we’re going to structure this as an accusatory FAQ with 20/20 hindsight. It’ll be fun, just watch!

The Starmap Screen

So, looks pretty good, right? This is a screenshot of the starmap from the current build. Let me tell you a tale of how this little guy came to be…

Prototype Concept 1: Graphic Heaven

 Everybody remember this guy? It was our initial starmap prototype, and it was very graphic-y and looked kind of like what 1980s screenwriters thought games looked like.

So, what were you thinking?

In its defense, the map still functions pretty much along the same lines as our original design. It’s still plotted by hexagons and has locations with entries and exits.

But yeah, it’s not the nicest looking map, all things considered. It was overly structured, with each location (in this case, sectors) and traveling line between them equidistant, which really isn’t something you want to tie yourself down to right off the bat.

What made you decide to change it?

At some point, the absurd inflexible structure got to us, and it was also pretty crowded and weak in terms displaying information.

So what was the next step?

Prototype Concept 2: The Purple Man 

The first step was shrinking the hexagons and blanking 80% of them out, while making it so that wormholes could be whatever length we wanted them to be. 

… we had a varying level of success with that.

What’s up with those dots?

In the original prototype iteration, we had little 1950s rocket ships representing fleets, but we decided that it didn’t exactly fit our tone. Wanting to eliminate whatever kitsch we could from the interface, we kind of went a little overboard and went with teeny, tiny shapes instead.

Again, varying levels of success.

Prototype Concept 3: The Purple Cataclysm

 Oh wow, that’s a loud background. Were you actually considering that?

No, this was a test background. It became immediately clear that we needed a more understated background if we were going to have anything readable. So we iterated on that.

To this:

Which we would then iterate from again, but LET’S NOT GET AHEAD OF OURSELVES.

Wait, what do those icons mean, anyway? Are those stars? Planets? What’s going on there?

Okay, so in H6, the game takes place across incredible, UNFATHOMABLE lengths of territory across the galaxy.

These icons do not represent mere planets, nor stars, but rather entire sectors of galaxy!

Okay, because they kind of just look like logos or something.

Yes

Yes they do.

It was actually Ken who took us aside and said, “uh… we should do solar systems”.

 AND LO, IT WAS DONE.

You can also see the UI progression there, from graphics/panel-heavy to the current kind of steam-punk-ish design that was influenced by the space station art.

Okay, so that’s cool and stuff, but why are you showing us this?

Well, we thought it was interesting, but moreover, we wanted to show you that H6 is taking on a life of its own! We realized this week that we’ve come a long way from our original concepts, and we’re really stoked about how the H6 universe is growing and taking shape. When you’re head-down and buried in code, it can be easy to forget where we started and what we wanted to accomplish.

Looking back lends inspiration and makes us excited for the road ahead. We’re not afraid to try stuff and make changes that improve the game.

We’re also, clearly, not afraid to show all of our embarrassing missteps and flights of fancy to the entirety of the Internet. 

Shout Out: The Journey Down

 A fantastic-looking adventure game from Swedish developer Skygoblin. We love the look and feel of the game, and its general Grim Fandango-ness. Check it out!

Until Next Time!

So that’s it this week! We’re fully ensconced in hardcore development right now, so wish us luck!

We’ll be in touch again soon, and thanks again for all the incredible support!

- The H6 Team

New Forums + Alpha Update + Shout Outs!
over 10 years ago – Thu, Sep 17, 2015 at 09:05:38 PM

HELLO, HALCYON 6 BACKERRRRRRS! 

 First off, thank you very much for all the kind words about the posts, art images, music, and all the well-wishing and supportive comments! We’re consistently floored by the generosity of the community behind us, and it very much helps us with the work we’re doing. 

So thanks!

NEW FORUMS!

As Ken posted on facebook a couple days back, we decided to switch our H6 forums over onto our own existing forum server. The bbPress forums just weren’t configurable enough on our side, and it felt necessary to make the switch.

So: check out the forums! We’re going to be posting high-res gameplay shots and having team members post about their work. We’ll probably also post some random, silly stuff. It’ll be great.

We’re going to set up forums for Backers Only, as well as ones for Alpha and Beta groups. Sign up here: http://forums.pleasestaycalm.com

Let's Do This!
Let's Do This!

 PROGRESS!

To continue the Rafiki-analogy from last month, things are progressing well!

While we’re not yet precariously dangling the game over a cliff, the forthcoming royal lion birth is progressing smoothly. The OB-GYN (maybe some kind of happy elephant? I guess?) is reporting good signs of growth, and we’ve recently been sharing ultrasound photos with our fellow lion friends.

The Elephant OB-GYNs actually did all the work, but Rafiki hogs all the glory. Actually, Rafiki had his medical license revoked years ago. Technically, he shouldn't even be allowed to do this.
The Elephant OB-GYNs actually did all the work, but Rafiki hogs all the glory. Actually, Rafiki had his medical license revoked years ago. Technically, he shouldn't even be allowed to do this.

We’re even letting some of them play with the fetu-

Wait. That got really, really weird. Okay, let’s just stay away from animal gestation analogies. (For now, at least. There’s a proper time and place for everything.)

ALPHA/BETA

So let’s get down to business, FAQ style: 

What do you have so far?

We have a game with a beginning, middle and end. It’s got fun mechanics, some interesting, unique decision-making, and an epic sci-fi setting.

Is it finished?

Not yet!

What’s left to do?

We still need a proper avatar animation system, UI/Controls polish, lots of balancing, and lots of content.

Is what you have right now fun?

YES!

When’s the Alpha?

November.

Is the missing stuff listed above going to get in for Alpha in November?

Yes. Though lots more content, animations and effects will continue to be added as we go.

Who gets to play Alpha?

Anyone who pledged at the Lt. Commander First Class level and up will receive clearance for Alpha.

When’s Beta?

We anticipate Beta (for Ensign-level backers and up) landing between 3 and 4 weeks after the launch of Alpha.

And then what?

Then we ramp-up for Steam Early Access, we focus our development team on bug fixes and our creative team on further scaling up our content and fulfilling all your kickstarter backer rewards.

OTHER STUFF

We’re setting up our Steam page right now. It should be up in a few days! It’ll REALLY help us if the Steam users among you could add H6 to your wish list, so we’ll be reaching out to you as soon as it’s up!

COMING sooooooooooooon!
COMING sooooooooooooon!

In other words, I guess we’ll be spamming you more with annoying stuff. Congratulations!

THE RETURN OF THE SHOUTOUTS!

For one reason or another, we’ve been lagging a bit on the Kickstarter shout outs.

BEHOLD:

An awesome-looking board game-inspired party RPG that, like H6, gives us about 10-12 little tingles of recognition from games from the 90s. Also, you can play it multiplayer co-op!

Check it out! 

ALSO

 Crazy 80s art, crazy 80s costume, crazy arcade game-inspired gameplay oriented around creature summoning in isometric combat. Pretty cool looking! Also, one of the main characters is a disembodied smoke cloud with a googley-eyes.

Until next time, 

 The H6 Team

New Tracks + Jack Visits!
over 10 years ago – Fri, Sep 04, 2015 at 12:13:10 AM

Hello again, friends!

We’ve got an extra special update this week, where we get to talk about one of our favourite things to happen this summer!  

Music Update!

First, though, for those of you who don’t follow us on social media, we did link to some of Steve’s new game tracks a few days ago.

Definitely check them out, they’re totally worth it!

(Also, if you could follow us on twitter and facebook, that could really help us out in the long run!)

The big news from last week, however, was:

Jack Visited!

Remember how we had one, single, top backer reward with an absurdly grandiose title? 

Well, he came and gave us a visit!

BEHOLD! A Transdimensional Godlike Entity!!
BEHOLD! A Transdimensional Godlike Entity!!

The main part of that reward (well, other than lunch AND dinner with the team) was the opportunity to design a new alien race that would join our little galaxy of weirdos, complete with unique look, backstory, combat powers and story events.

So, not going to lie: we were a little worried that Jack’s race idea might be a game-breaking, setting-inappropriate, balance-upsetting race of supermarmots with the power to instantly destroy the galaxy at the first sign of things going below-par for them.

But, that wasn’t the case at all! He came in with a fully-formed concept (including sketches!) that functioned perfectly with our game loop. 

Meet the Voraash!

 Breakdown:

The Voraash are a race of frankly disgusting parasites that consume nearly everything they come across. Not that they’re evil, per se, it’s more that they have an adorably unsophisticated approach to what is a sentient life form and what isn’t.

Having consumed multiple races in their path and adopted their technology for themselves, the Voraash Host travels from quadrant to quadrant, with weaker civilizations falling in their wake. Oh, and then the Voraash eat them. It’s really gross.

Interaction/Story Plan:

Jack’s idea, which we loved, is that the Voraash could be fairly easy allies to make, and that they’d have a number of advantages that help against the Chruul onslaught.

From a mechanic standpoint, this reminded us a bit of the Orz from Star Control 2. Do we talk about Star Control 2 too much? Not enough? No opinion? Let us know!
From a mechanic standpoint, this reminded us a bit of the Orz from Star Control 2. Do we talk about Star Control 2 too much? Not enough? No opinion? Let us know!

But the Voraash are like an unruly but loveable pet. They can bring great joy, and might even scare off predators, but they might also eat your friends when you’re not looking. The Voraash might disgust and alienate some of the other races by committing grave atrocities against them.

Combat Power Concept

Jack even had an awesome idea to give the Voraash some vampiric/drain powers, which is a combat mechanic we hadn’t thought to include, but which is suited perfectly to the Voraash concept. And it’s pretty easy to build using our lua framework.

So you can expect some weird fleshy feeding-tubes coming to a screen near you, courtesy of these disgusting space parasites!

HI!!!
HI!!!

See You Soon, Jack!

Jack rounded out his trip last weekend by playing the build we had at the time and giving feedback (we’ve since added a piiiile of stuff), as well as coming to dinner with Ken and Peter at a local Japanese BBQ place.

All in all, it was a great time, and we couldn’t be happier with how it went!

Thanks Jack!

From left-to-right, Ken, Jack, JC and Peter
From left-to-right, Ken, Jack, JC and Peter

Next Update

We’re getting ever-closer to our first backer-only build of the game. So next time around expect an honest-to-god breakdown of our first set of features to-be included in our initial build. Because, planning!

Thanks again for all the support and kind words, and we’ll be in touch soon!

- The H6 Team

Event System Built + Big Content Push + New Team Member!
over 10 years ago – Thu, Aug 20, 2015 at 11:07:14 PM

Hello friends! 

 With another productive Halcyon 6 fortnight having come and gone, we’re happy to announce we’ve passed another milestone:

JEFF FINISHED THE EVENT ARCHITECTURE!

This may not sound like much, but this was an incredibly complex Rubik’s Cube with lots of potential memory leak pitfalls. It was a hotbed for bugs and, presumably, poison.

What that really means is:

CONTENT PUSH!

With the event system in place, our next build is prepped to receive a huge influx of content in the form of story events. This in turn means quests, procedurally generated enemy fleets, Chruul doom creep and a proper early, middle, and endgame progression. It'll be good!

NEW TEAM MEMBER: KENNETH

Now that our scenario tools are more-or-less functioning, we’re ready to bring in another designer from the company onto our team. Meet Kenneth!

Kenneth’s been working as the company's graphic designer as well as the main content and game designer for Please Stay Calm (our first baby) for years now. He’s from California (Orange County, of all places!) and he’s obsessed with board games. 

 That is to say, more obsessed than the rest of us.

He recently spent his life's savings on these. Way to be financially responsible, Kenneth!
He recently spent his life's savings on these. Way to be financially responsible, Kenneth!

Kenneth's job on H6 is going to be as similarly multifaceted as it was on PSC. He'll be using his visual skills to bring a pile on a ton of polish to the UI and game screens, and in addition he's going to be using the lua-based toolkit to generate a large proportion of the content we need for the alpha version of the game. That means working from our content design overview to create a veritable deluge of event stories, enemy fleets, new combat powers, and ships, along with doing a ton of the initial game balancing legwork. So he’s got a full plate!

So welcome aboard The HMS (because, Canada, in case any of you forgot) Halcyon 6, Kenneth!

OH, AND…

Oh yeah, and we moved offices again. Just one floor, but still.

Our posters are now one move less crisp, but it’s brighter now.
Our posters are now one move less crisp, but it’s brighter now.

THAT'S PRETTY MUCH IT!

We’re nose-to-the-grindstone/burning-the-candle-at-both-ends/put-the-shoulder-to-the-wheel/insert-tired-idiom-here these days, but some day soon (mark my words) we’ll be able to leave the metaphorical post-apocalyptic game developer bunker that is our office and, Rafiki-like, hold our game aloft in the air for all to see while an Elton John song with juuuust the right amount of cultural appropriation plays.

I guess what we‘re saying is mixing metaphors is awesome, and all the cool people do it.
I guess what we‘re saying is mixing metaphors is awesome, and all the cool people do it.

Thanks for putting up with our increasingly ridiculous posts! This game is going to be awesome.

- The Halcyon 6 Team