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An indie game project with the goal of reviving our favorite game type, the epic space adventure! By mixing favorite aspects of classics like StarFlight, Star Control, SunDog, Universe, and Tradewars, we hope to bring what we loved as kids to the current generation. Quirky aliens, arcade space battles, planetary mining, and adventure around the galaxy -- should keep us busy developing for a while. The project is a family affair, Wife on art, son on music, and code-monkeying by me. We are currently in early development for the PC,Mac,Linux platforms... XboxOne or PS4 if we can swing it.

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VeeLow Niyette Salrith
Blog RSS Feed Report abuse Latest News: StarDiver Milestone Hit, 20 Alien Races!

1 comment by friken0 on Jul 10th, 2014

We are feeling good!!!! We have hit a major milestone for StarDiver. We now have 20 alien races and 20 alien ships designed and art assets ready for animation and implementation.

Now for the fun part -- getting them all in-game and FUN! Each ship will be completely unique from the way it controls to the weapons at it's disposal. More combat videos coming soon. I suspect we will add another 5-10 alien races and ships along the way, but it feels great to have hit our target minimum needed to fill out of universe and story arc.

This was the second of three goals prior to launching our Kickstart and Greenlight campaigns. Last up is planetary mining and we should have all the core pieces ready to make a pretty stellar promo video to capture the heart of what we are making here.

Pardon the small images, click image for larger:

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Post comment Comments  (0 - 10 of 11)
-Farflame- Aug 28 2014, 11:55am says:

It looks really nice and interesting, congratulations. Revive gameplay of Star Control and similar titles is good idea, but Im worried about one thing. And that is lack of innovation or improvement. To make basically the same game as SC may be enough to make some fans happy (and the outcome may be good) but I think there is room for improvements (well, there always is...) that can make the game even better.

For example combat system - devs of SC doesnt have many options when they were designing combat. Nowadays it can be enhanced into small fleet combat without the need to completely change core gameplay. Imagine one main ship (classic SC-style) + few (just few) AI wingers. Wingers listen to your basic orders (attack X, help me attack, defend, fight on your own...) and consist of different types of ships (defensive, support, anti-fast enemy...) depending on players choice (or they can be upgraded to have such roles). You start the game as lone ship but in the course of a story you may recruit some alien captains as winger(s) or get support (ships and ship upgrades) from alien races. So player will control one ship like in old games and wingers will add another tactical layer. More aggresive player can prefer support wingers so he could fight mostly alone, while others may play more defensively and use aggresive wingers. Enemies will have different preferences too so it will make combat more diversified and engaging (closer to real fleet combat).

So I dare to ask - what is new or improved in StarDiver? What is different from SC?

+2 votes     reply to comment
friken0 Sep 8 2014, 10:55pm replied:

Hi Farflame. thanks for the input. While we are big star control fans we are also big fans of starflight, sundog, moo and other classic space games. Considering Star Control is over 20 years old and only one of many influences the differences will be numerous. One aspect we are still debating as we playtest is one on one combat vs one/many or even ai controled wingmen. So far the most fun has been the one on one combat. It really ends up having that rock paper scissors vibe of picking which ship is best against which enemy... or which ship you are best at using for a given foe. I love fleet battles in good rts games, but I find it to fall apart in action games. Of course other's mileage may vary.

+1 vote     reply to comment
-Farflame- Sep 17 2014, 12:06pm replied:

Thanks for answer, friken.
- Could you name at least one of these differences?
- 1 vs 1 SC combat - I see but it feels very staged and arcad-ish. Maybe we have different visions about SC-genre - for me its not pure action game.
- I dont find this idea "rock paper scissors vibe of picking which ship is best against which enemy" appealing so much. Its based mostly on trial and error, not skills or tactics. Learning stage may be fun but after that fun factor goes down IMHO - because you already know the best solution (which ship to pick) and combat came to be much easier and all the same. Just my opinion.
- Maybe you could make wingmen optional feature. In wingmen mode you would fight more numerous enemies (with better AI). But it would need more work and testing. I dont know if its doable for you.

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black-lodge-games Jul 5 2014, 10:01pm says: Online

Found you guys on Twitter, love that you shared your Greenlight Concept stats, and I love the art and direction of this game. Looking forward to playing it!

+2 votes     reply to comment
Doci May 18 2014, 4:54am says:

Oh my god u did the models with the machine :D Amazing c:
very well done !
It reminds me a bit on Starsector !
I will follow xD

+4 votes     reply to comment
KendallCoombs May 16 2014, 7:34pm says:

Just commented over TIG after posting my own Devlog. Was lookin around to see what the others looked like and your project looks gorgeous. Ill definitely keep an eye on this one :)

+5 votes     reply to comment
Guest Apr 14 2014, 3:06am says:

This is just too good to be true... lovely. I'm just speechless, sorry. Want to play. Now. :D

+4 votes     reply to comment
Doci May 23 2014, 4:10am replied:

hahaha :D

+2 votes     reply to comment
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RT @WarpDoor: >StarDiver (@GravityRide_) >Upcoming: T.co T.co

Jul 25 2014, 3:49am

How important are #voiceovers to you in conversation heavy games? Context, our conversation ui: T.co #indiedev #gamedev

Jul 11 2014, 8:23pm

This game got #greenlight in <24hrs! I have to admit it does look amazing. #indiedev #gamedev T.co

Jul 11 2014, 4:05pm

Great blog post about getting #steam #greenlight. recommended read for #indiedev friends. T.co

Jul 11 2014, 4:04pm

@LadyOniyide they say all press is good press.

Jul 10 2014, 5:14pm

@GravityRide_ T.co our devblog. any feedback from other devs if the project is looking far enough along / ready for ks?

Jul 10 2014, 5:13pm

Any tips on producing a KILLER #kickstarter and #greenlight video? I think we have all the gameplay bits ready. #indiedev #gamedev

Jul 10 2014, 5:09pm

@LadyOniyide No but we just recently moved all our dev log images/updates to our own site so we can see views. A giveaway is a good idea thx

Jul 10 2014, 5:06pm

@LadyOniyide emails, you talking about dev blog users w accounts for commenting? newsletter emails collected? lol we have neither...

Jul 10 2014, 5:00pm

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