We are now accepting pre-orders for StarCrawlers with the help of the Humble Store!
Please visit our store page to find Full Release and Early Access pre-order options.
GameTrailers just posted a great preview of StarCrawlers from our interview with them at IndieGamesLive. The video shows off some alpha gameplay footage as well as small glimpse of our recent UI improvements.
We’re doing a weekly development livestream on the Indie Megabooth Twitch channel! We will be streaming every Tuesday at 4:00 p.m. PST (Check here to see what time that is for you). This week we’ll be touching on our procedural environment setup as well as art for our weapon system.
Hey guys and gals, Tony here for another exciting Devblog! Today I’m going to talk about some of the steps I take to bring Asa’s concept art to in game 3d glory.
Titan Industrial Mining Facility
Every tile set starts with a style guide. Asa will compile sketches he’s done along with various images to give me a better understanding of what the overall look and feel will be like for the area I will be focusing on. From there we get together and decide what can get done to make an environment feel close to what was envisioned in a reasonable amount of time.
3d creation begins! I start off by making modular environment pieces, walls, floors, and ceilings that can be snapped together to create a wide variety of rooms. It’s sort of like our own little Lego sets, all themed to work together or even with other sets. Below is just a quick example of the pieces created to make up the bulk of our cave environment. The number of pieces that make up an environment is never the same, so a lot of communication happens between me and Rocky to make sure he has the pieces he needs to come up with some pretty great and unique spaces.
Hi everyone, this is Asa. Today on the Devblog I’m going to talk a little about the design choices in StarCrawlers and how we go about concepting ideas for our 3-D environments.
The visual design for StarCrawlers is a fusion of two distinct ideas. The first is the exploration of a worn and aging future made popular by the original Star Wars that also takes cues from Art Deco and Italian Futurism. We have combined that with purposefully unusual, almost whimsical, shape design to create a look that feels realistic and gritty as well as different and strange. The world of StarCrawlers is menacing and dystopian but at the same time filled with playful humor. We strive to communicate that not only through the story but through the world and characters the player interacts with.
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!