Let’s make StarCrawlers happen! Please check out the page and spread the word! We’ve got pledge tiers for everything from early access to item / enemy / mission design rewards!
Please check out our Steam Greenlight page, vote and let us know you want to see StarCrawlers on Steam!
This little gif demonstrates, in hilarious superfasttime™, a simple out-of-combat interaction with some of StarCrawler’s nefarious bad guys, Crabby and Plop. Backstage, we call this Explore Mode, and we’re building in a variety of behaviours and abilities to ensure that crawling the halls of a starship is just as rich an experience as blowing things up in combat mode.
In this scenario, the Hacker on your crew might scramble Crabby, tricking him into crushing that poor Plop. Alternately, your Ninja might pop a smokebomb and get the whole team out before the bots know what happened! If you’re less lucky, that Plop there might start squealing, drawing other bots closer with every wasted moment! Squish him quick!
Hey George here from Juggernaut Games! We’ve put together a short video of uncut footage from our Pre-Alpha build of StarCrawlers to share some details on what it’s like to play in Explore and Combat modes. Time stamps correspond to the video above – let’s go!
Super talented artist Tony turns simple geometry into tasty art!
A quick gif of assets in Unity created by our environment and prop artist Tony showing his workflow. These bits are added to both our set piece and procedurally generated rooms to break them up and add flavor! Fun fact: lots of environment pieces in StarCrawlers are going to be interactive – from poking around in vents to pushing unlabeled buttons, we’re working to make the dead hulks of starliners feel lively! ( you really shouldn’t push the large red buttons )
Our industrious animator is vining everything in sight to chronicle the StarCrawlers development quest!
Work is proceeding at a furious pace here at Juggernaut, and we’re very close to some big reveals! To whet your appetite, take a moment to check out of one of our newest environments – The Mall (name not final) . As your team of Crawlers completes missions and explores deeper into the Colony ship, The Mall will be your hub away from the station. As a main entrance point to the ship, you’ll be visiting regularly whenever you need to head back to resupply, turn in missions, or unload your loot. Though it’s already been picked over fairly clean by other Crawler teams, rumors still abound of a hidden cache of Mama Testa’s famous Space Tacos – the black market value of even one sample could set a Crawler up for life.Coming Soon : The brands you love and trust.
Hello fellow crawlers! This is Jason (handle “furiouscabbage” for those on twitter and elsewhere). I hope that these dev diaries are helping to provide some insight into our day-to-day work here at Juggernaut on StarCrawlers, and that this post is no exception.
My role on our team is to take our gorgeous 2D characters, and bring them to life in the game. After all, fighting static images doesn’t make for a lot of fun! StarCrawlers is somewhat unique from previous work by Juggernaut in the past, in that our characters are all two-dimensional, while the backgrounds are in 3D. Baffled? Confused? Fear not, as I hope to explain!
I begin by taking our 2D characters (broken up into separate pieces like a paper doll or bit of flash animation) and “projecting” them onto three-dimensional pieces of geometry.
Now, why work with 2D characters? Why not model them all in 3D like many other games? Well, that’s for a number of reasons. First, we’re aiming for a bit of a nostalgic feel with StarCrawlers, evoking first-person dungeon-crawling games from the past, which all consisted of two-dimensional sprites projected in a 3D environment. Additionally, StarCrawlers is being built to be as fast and efficient as possible in order to be played on multiple platforms. Third, making characters in this manner is much faster than building an entire model in 3D, even if you’re only going to be viewing it from the first-person perspective.
Well, this is a very cursory glance at our character pipeline for StarCrawlers. Hope it’s given you all an idea of where we’re headed as far as characters go. Stay tuned for more details.
Maybe even… some animation!
Today we’re going to briefly highlight a few of the features of StarCrawlers designed to keep the gameplay fresh and interesting across multiple sessions and playthroughs. Let’s go!
You’re basically a glorified space pirate and what do pirates like more than loot? Well, booty. But for the sake of argument, let’s say loot! More specifically, let’s say weapons, shields, and armor!
It’s important we let you in on a little secret before you start crawling: you’re not the only person (or thing) on the hulk, so you’re going to need to acquire the appropriate hardware to make sure you get back to the station with your haul. Weapons are generated out of base type, manufacturer, upgrade options, and all sorts of knobs and levers, so you’re not going to see 20 copies of the exact same weapon drop. You’ll constantly be improving your arsenal to keep your crew’s spirits up (and their entrails intact), and since all weapons are upgradeable, if you’re lucky enough to find a Badass Legendary Scoped Shiv that you really love, you’ll have options to improve it even more as time goes on.
Reliable armor is vital to any Crawler worth their salt. Besides offering a superior alternative to getting shot in the belly, armor is crucial for providing the oxygen capacity to keep a crawl going. Many a rookie has met their demise loaded down with loot but lacking the O2 to make it out again, leaving the goods to be swooped up by someone with more experience and a bigger tank.
Before your enemies start putting dents in that shiny new armor you just “acquired”, give them something else to shoot at with a decent shield. Using stored energy cells to produce a kinetic barrier on demand, shields can soak a large amount of damage that would otherwise be applied directly to you. Be careful though, shields can only regenerate so quickly, so try to avoid charging in and jumping from fight to fight. Oh but keep moving, because that O2 meter is ticking… :D
StarCrawlers wouldn’t be an RPG without the opportunity to make decisions that will change the fate of the world – or at least the fate of that guy who got kidnapped by space pirates on his way home from the local bar. His wife may be better off without him in the long run (he’s a bit of a n’er-do-well), but she’s willing to offer a handsome bounty for news of his whereabouts. You’ll meet plenty of colorful characters and experience all kinds of randomized events as you travel through the Colony Ships. Perhaps you’ll meet a rival Crawler crew low on oxygen – you’ll decide whether you want to help them out, or just help yourself to their loot.
[Procedurally Generated Dungeons]
StarCrawlers is first and foremost a dungeon exploration game and the massive ships you’re exploring are procedurally generated to create a unique experience on each play through. Navigate your way through the labyrinthine corridors of the ship successfully and you’ll be rewarded with lucrative salvage and valuables that have been left behind by the former residents. Fail, and you’ll end up wandering until your oxygen runs out, leaving yourselves as salvage for those with a superior sense of direction. Don’t panic though, we’re including a handy minimap which (probably) won’t malfunction frequently when you choose Hardcore mode.
That’s it for this week – check back next Friday for another look into the features of StarCrawlers!