Sunless Skies: Sovereign Edition - hanchan
The final sprint in March is BIG BANG! This sprint features quite a bit of work from our writers, as they begin to shape Sunless Skies with names and descriptions of sky-beasts and different vessel classifications. You possibly may have heard us mention bees before as well, which Paul has brought to life. Tech have also started the very first steps on combat with work on combat AI specifications.


CONTENT

While these may change over the course of development, so far the writers have been busy coming up with different NPC (non-player character) vessel classes you may encounter in the High Wilderness. These vessels may feel neutral towards you, friendly, or aggressive, depending on your choices and affiliations. We’ll give you a few examples:

NEUTRAL VESSEL: Tackety Free-Trader
The scrappy merchants of the Independents. They believe in liberation, profit and free-trade. They are designed to be fast and light - given they're often engaged in smuggling or making quick trips to retrieve/deliver a specific highly valuable commodity to undercut trade embargoes and sanctions imposed by London.

These ships are armed, with prominent guns and show off the Tackety colours. They have light armour that may have some damage, indicating a few narrow escapes, but they’re well-maintained as the merchants take pride in their little ships.

ENEMY VESSEL: Work-World Recruiter
Press-gang ships owned by various London's companies, designed to black-bag unwilling recruits for the Work-House from among the ranks of the easily disappeared and easier forgotten. A combination prison-ship and bounty house, these hulks prey on the weak. Like sharks, they scent blood in the drifts and move in on damaged and vulnerable locomotives. They see themselves as enforcers of Her Enduring Majesty's power.

Work-World Recruiters are heavy, lumbering locomotives, built like small fortresses. They’re armed with prominent and large weaponry. These locomotives might look bloated, as though bulging with prisoners, with big cargo holds.


ART

Did someone say bees? In order to create sky-beasts, our writers first come up with the name and description and then hand it off to Art Director Paul to create. First up is the Chorister Bee!



Beware these intelligent bees, they attack in swarms and if they get into your ship, you might discover a surprise later on.

We're also continuing to evolve the art pipeline we mentioned last sprint. Liam is in charge of creating not only the game UI, but also the game’s animations.

Both Paul and Liam have to work in tandem together in order to not create a bottleneck with either the art or animations. The first step in this process is greyboxing, which means planning art assets out with grey boxes of specific sizes, so that we know how it'll all fit together when it's finished.

Later on in development, Paul will go in and replace the grey boxes with their proper textures, and since it all fits together, no one will have to redo any code or animation.



Liam setting up parameters for the player’s ship

After Paul finishes greyboxing and defining specific agents (sky-beasts, vessels, etc.), Liam takes over and begins the initial animation work for that particular agent. This frees up Paul to work on other art pieces before coming back to create textures for the animations Liam has finished.



GAMEPLAY AND DESIGN

Before heading off on holiday to South Africa, Barry began the initial steps of setting up combat! One of the things we’re keen to explore during development is designing various pieces of the game to be easily editable by all team members, to allow our team to work more efficiently and remove some of the bottlenecks we faced in the development of Sunless Sea.

During this sprint Barry began setting up a modular system for combat AI built from individual components called Tactics. These Tactics should allow non-tech savvy Failbetters to create, view and edit combat AI specifications from within Unity.

Henry has been working on how best to capture error reporting within Sunless Skies. This will help us capture as much technical info and bugs as possible from both the Beta and Early Access. We'd like to capture as much initial data as we can to make sure we're proud of the quality of the game when it's finished and ready for full release.



Mac's been focused on how hold management will work so players can manage the items in their locomotive's hold, and jettison cargo when they need to (e.g. if you have a full hold, but find a rare item you'd like to keep at the expense of jettisoning another item).


Next weekend is the four day weekend for Easter, so we’ll be back with a new development update, CHROMOSPHERE, at the end of April!

Sunless Skies: Sovereign Edition - hanchan
The final sprint in March is BIG BANG! This sprint features quite a bit of work from our writers, as they begin to shape Sunless Skies with names and descriptions of sky-beasts and different vessel classifications. You possibly may have heard us mention bees before as well, which Paul has brought to life. Tech have also started the very first steps on combat with work on combat AI specifications.


CONTENT

While these may change over the course of development, so far the writers have been busy coming up with different NPC (non-player character) vessel classes you may encounter in the High Wilderness. These vessels may feel neutral towards you, friendly, or aggressive, depending on your choices and affiliations. We’ll give you a few examples:

NEUTRAL VESSEL: Tackety Free-Trader
The scrappy merchants of the Independents. They believe in liberation, profit and free-trade. They are designed to be fast and light - given they're often engaged in smuggling or making quick trips to retrieve/deliver a specific highly valuable commodity to undercut trade embargoes and sanctions imposed by London.

These ships are armed, with prominent guns and show off the Tackety colours. They have light armour that may have some damage, indicating a few narrow escapes, but they’re well-maintained as the merchants take pride in their little ships.

ENEMY VESSEL: Work-World Recruiter
Press-gang ships owned by various London's companies, designed to black-bag unwilling recruits for the Work-House from among the ranks of the easily disappeared and easier forgotten. A combination prison-ship and bounty house, these hulks prey on the weak. Like sharks, they scent blood in the drifts and move in on damaged and vulnerable locomotives. They see themselves as enforcers of Her Enduring Majesty's power.

Work-World Recruiters are heavy, lumbering locomotives, built like small fortresses. They’re armed with prominent and large weaponry. These locomotives might look bloated, as though bulging with prisoners, with big cargo holds.


ART

Did someone say bees? In order to create sky-beasts, our writers first come up with the name and description and then hand it off to Art Director Paul to create. First up is the Chorister Bee!



Beware these intelligent bees, they attack in swarms and if they get into your ship, you might discover a surprise later on.

We're also continuing to evolve the art pipeline we mentioned last sprint. Liam is in charge of creating not only the game UI, but also the game’s animations.

Both Paul and Liam have to work in tandem together in order to not create a bottleneck with either the art or animations. The first step in this process is greyboxing, which means planning art assets out with grey boxes of specific sizes, so that we know how it'll all fit together when it's finished.

Later on in development, Paul will go in and replace the grey boxes with their proper textures, and since it all fits together, no one will have to redo any code or animation.



Liam setting up parameters for the player’s ship

After Paul finishes greyboxing and defining specific agents (sky-beasts, vessels, etc.), Liam takes over and begins the initial animation work for that particular agent. This frees up Paul to work on other art pieces before coming back to create textures for the animations Liam has finished.



GAMEPLAY AND DESIGN

Before heading off on holiday to South Africa, Barry began the initial steps of setting up combat! One of the things we’re keen to explore during development is designing various pieces of the game to be easily editable by all team members, to allow our team to work more efficiently and remove some of the bottlenecks we faced in the development of Sunless Sea.

During this sprint Barry began setting up a modular system for combat AI built from individual components called Tactics. These Tactics should allow non-tech savvy Failbetters to create, view and edit combat AI specifications from within Unity.

Henry has been working on how best to capture error reporting within Sunless Skies. This will help us capture as much technical info and bugs as possible from both the Beta and Early Access. We'd like to capture as much initial data as we can to make sure we're proud of the quality of the game when it's finished and ready for full release.



Mac's been focused on how hold management will work so players can manage the items in their locomotive's hold, and jettison cargo when they need to (e.g. if you have a full hold, but find a rare item you'd like to keep at the expense of jettisoning another item).


Next weekend is the four day weekend for Easter, so we’ll be back with a new development update, CHROMOSPHERE, at the end of April!

Sunless Skies: Sovereign Edition - hanchan
The second sprint in March, APHELION Pt 2, features an art terrain pipeline, a new port, character progression, and further work on implementing fuel and hunger within the game UI. This sprint also included some changes to the Terror mechanic.

ART

Paul has been working on a terrain pipeline that will allow us to have a library of assets that can be used to create a multitude of different ports and settlements.

Each different piece can be combined to form districts and areas without having to resize and fiddle too much with individual bits in Photoshop (as we did in Sunless Sea!). Also, by building each port with these different layers, we can create more realistic and rich looking environments.







You’ll also notice that docks can be in the centre of ports now!




CONTENT

This sprint included work from James on a new port called Traitor’s Wood: a tangled, fairytale place where a cluster of academics have settled, convinced a legendary king is buried at its centre.

Chris has also delved into how Terror should work in Sunless Skies, and it’s a bit different than Sunless Sea’s Terror mechanics!

In Sunless Skies, your Terror can build from 1-100 while travelling. Each time your locomotive docks at a port, it will return to 0. However, if your Terror reaches 100, then you acquire a Condition level.

Condition levels vary from 1-5 (things will get, um, weird at level 5, but perhaps that’s how you want to play?). Conditions will not be reset at ports, and thus will stay with you unless you can reduce them through certain stories.

Players could experience different narratives when they run into Terror Events. Discontent events will affect your crew, tweaking their morale and possibly sending them into mutiny, while Nightmare events will affect you as the Captain.

DESIGN AND GAMEPLAY

Chris and Liam also spent some time developing character progression in Sunless Skies. This time around we're focusing on well-rounded characters with enticing histories.




We’d also like to open the depth of the choice you make. So, if you decide to select the circle that says you’ve been to prison in the past, a window will open up and let you select one of two options to let us know how you served your time while you were there.

Barry continues to play God, having worked this week on implementing Fuel and Supplies within the game’s UI. He’s been testing a way of displaying how much your survival qualities - terror, supplies and hunger, hull, etc - have increased or decreased. For example, if you're rammed by a Scrive-Spinster, you know immediately how much damage you took from a quick glance up at the hull meter.



Our next sprint will be BIG BANG, and will include some work on combat! (You’ve seen that sentence before, because we counted wrong last time. We were overexcited. BIG BANG is definitely next!)

No FBG podcast this week: we’ll be at EGX Rezzed! We’re chatting about Sunless Skies at 15:00 BST on Friday, and you’ll be able to watch live at twitch.tv/EGX. Due to the Easter holiday, our next FBG podcast will be on the of 28th April on twitch - see you then!

Kickstarter backers will also have received their backer surveys today. Fill yours in, so we can gather numbers and start making your rewards!
Sunless Skies: Sovereign Edition - hanchan
The second sprint in March, APHELION Pt 2, features an art terrain pipeline, a new port, character progression, and further work on implementing fuel and hunger within the game UI. This sprint also included some changes to the Terror mechanic.

ART

Paul has been working on a terrain pipeline that will allow us to have a library of assets that can be used to create a multitude of different ports and settlements.

Each different piece can be combined to form districts and areas without having to resize and fiddle too much with individual bits in Photoshop (as we did in Sunless Sea!). Also, by building each port with these different layers, we can create more realistic and rich looking environments.







You’ll also notice that docks can be in the centre of ports now!




CONTENT

This sprint included work from James on a new port called Traitor’s Wood: a tangled, fairytale place where a cluster of academics have settled, convinced a legendary king is buried at its centre.

Chris has also delved into how Terror should work in Sunless Skies, and it’s a bit different than Sunless Sea’s Terror mechanics!

In Sunless Skies, your Terror can build from 1-100 while travelling. Each time your locomotive docks at a port, it will return to 0. However, if your Terror reaches 100, then you acquire a Condition level.

Condition levels vary from 1-5 (things will get, um, weird at level 5, but perhaps that’s how you want to play?). Conditions will not be reset at ports, and thus will stay with you unless you can reduce them through certain stories.

Players could experience different narratives when they run into Terror Events. Discontent events will affect your crew, tweaking their morale and possibly sending them into mutiny, while Nightmare events will affect you as the Captain.

DESIGN AND GAMEPLAY

Chris and Liam also spent some time developing character progression in Sunless Skies. This time around we're focusing on well-rounded characters with enticing histories.




We’d also like to open the depth of the choice you make. So, if you decide to select the circle that says you’ve been to prison in the past, a window will open up and let you select one of two options to let us know how you served your time while you were there.

Barry continues to play God, having worked this week on implementing Fuel and Supplies within the game’s UI. He’s been testing a way of displaying how much your survival qualities - terror, supplies and hunger, hull, etc - have increased or decreased. For example, if you're rammed by a Scrive-Spinster, you know immediately how much damage you took from a quick glance up at the hull meter.



Our next sprint will be BIG BANG, and will include some work on combat! (You’ve seen that sentence before, because we counted wrong last time. We were overexcited. BIG BANG is definitely next!)

No FBG podcast this week: we’ll be at EGX Rezzed! We’re chatting about Sunless Skies at 15:00 BST on Friday, and you’ll be able to watch live at twitch.tv/EGX. Due to the Easter holiday, our next FBG podcast will be on the of 28th April on twitch - see you then!

Kickstarter backers will also have received their backer surveys today. Fill yours in, so we can gather numbers and start making your rewards!
Sunless Skies: Sovereign Edition - hanchan
March’s first Sunless Skies sprint is APHELION. This sprint focuses on The Reach: the first region in Sunless Skies, where you will begin your journey. It also involves big chunks of setup for later regions: hunger, death, time, fuel - all of the basic building blocks of our game.

Design and Gameplay

Mac has been trialing a new approach to procedural generation. In Sunless Skies there are 4 types of terrain:

Ports: Big, able to dock at them, they have effects on you

Spectacles: Medium, have some effects on you, usually as you pass them

Discoveries: Medium, effects when you interact with them

Decorations: Pretty things with no function (such as: a rock)

Our map is now built on circles, not squares as in Sunless Sea. Each has a core, an inner band and an outer band, with three or five segments in each band.



As you cross into a new segment, the game will generate the Ports, Spectacles, Discoveries and Decorations for that segment (depending on some rules to make the transitions smooth, and make sure a port doesn’t just pop up under your nose).



We’re still working on this, but the idea is the load on your PC will be lighter than Sunless Sea - because it’s not rendering the whole map at once.

For us, Mac’s work also means it’s much easier to make content happen in the game (hooray!).

Also this week, Barry is God, and decides your fate: he has implemented supplies/hunger, fuel and time. Sounds simple when put like that!

Stories

This week, Cash has mostly been working on port Titania.







Titania is an early game port, built on a giant flower. The occupants - you may have gathered - are troubled by bees.

Chris has also put together the stories that deal with hunger this week. You’ll be glad to hear that eating your crew is an option once more!

People often ask why there is no gameplay disadvantage or punishment for eating your crew in Sunless Sea. In Sunless Skies, you’ll gain terror for eating a member of your crew, as well as becoming more unaccountably peckish. Though, um, cannibalism is currently more nourishing than eating supplies. So, y’know. Consider it!

Art

This week Paul has been focused on locomotive design.

We showed in the Kickstarter that equipment will have a visible effect on your ship:




Paul has been digging into this to see how best to deploy it in-game. He has also added chimneys to the base design, which we all found very exciting.



From left to right:

  • Basic chassis (including the boiler at the top and crew quarters at the bottom)
  • Armour
  • Guns
  • Colour flourishes

This means lots of possibilities. Starting with a monochrome chassis leaves options for armour types being made of different metals/materials. The colour elements could identify different factions at a glance. And we want to try and get steam coming out of the chimneys!

Also on the art front, we should note that ports in Sunless Skies will look more like the Khanate than other ports from Sunless Sea: exploded areas that you can explore more than just sailing around.

Production sprints on Sunless Skies last for 2 weeks. Next is BIG BANG, in which we will be working on combat, and we’ll be back with an update on that in early April. Until then, we hope you’ll join us to talk about APHELION during our live podcast on twitch, this Friday 17 March at 1600 GMT!
Sunless Skies: Sovereign Edition - hanchan
March’s first Sunless Skies sprint is APHELION. This sprint focuses on The Reach: the first region in Sunless Skies, where you will begin your journey. It also involves big chunks of setup for later regions: hunger, death, time, fuel - all of the basic building blocks of our game.

Design and Gameplay

Mac has been trialing a new approach to procedural generation. In Sunless Skies there are 4 types of terrain:

Ports: Big, able to dock at them, they have effects on you

Spectacles: Medium, have some effects on you, usually as you pass them

Discoveries: Medium, effects when you interact with them

Decorations: Pretty things with no function (such as: a rock)

Our map is now built on circles, not squares as in Sunless Sea. Each has a core, an inner band and an outer band, with three or five segments in each band.



As you cross into a new segment, the game will generate the Ports, Spectacles, Discoveries and Decorations for that segment (depending on some rules to make the transitions smooth, and make sure a port doesn’t just pop up under your nose).



We’re still working on this, but the idea is the load on your PC will be lighter than Sunless Sea - because it’s not rendering the whole map at once.

For us, Mac’s work also means it’s much easier to make content happen in the game (hooray!).

Also this week, Barry is God, and decides your fate: he has implemented supplies/hunger, fuel and time. Sounds simple when put like that!

Stories

This week, Cash has mostly been working on port Titania.







Titania is an early game port, built on a giant flower. The occupants - you may have gathered - are troubled by bees.

Chris has also put together the stories that deal with hunger this week. You’ll be glad to hear that eating your crew is an option once more!

People often ask why there is no gameplay disadvantage or punishment for eating your crew in Sunless Sea. In Sunless Skies, you’ll gain terror for eating a member of your crew, as well as becoming more unaccountably peckish. Though, um, cannibalism is currently more nourishing than eating supplies. So, y’know. Consider it!

Art

This week Paul has been focused on locomotive design.

We showed in the Kickstarter that equipment will have a visible effect on your ship:




Paul has been digging into this to see how best to deploy it in-game. He has also added chimneys to the base design, which we all found very exciting.



From left to right:

  • Basic chassis (including the boiler at the top and crew quarters at the bottom)
  • Armour
  • Guns
  • Colour flourishes

This means lots of possibilities. Starting with a monochrome chassis leaves options for armour types being made of different metals/materials. The colour elements could identify different factions at a glance. And we want to try and get steam coming out of the chimneys!

Also on the art front, we should note that ports in Sunless Skies will look more like the Khanate than other ports from Sunless Sea: exploded areas that you can explore more than just sailing around.

Production sprints on Sunless Skies last for 2 weeks. Next is BIG BANG, in which we will be working on combat, and we’ll be back with an update on that in early April. Until then, we hope you’ll join us to talk about APHELION during our live podcast on twitch, this Friday 17 March at 1600 GMT!
Sunless Skies: Sovereign Edition - hanchan
Hello. How are you? It's so nice to be back on Steam.

You can wishlist Sunless Skies now! Hooray! If you wishlist, you'll get a notification when it's available in Early Access. Certainly worth doing if you're excited to jump in as soon as the game is available.

At the beginning of Early Access we're planning to release a single region of the eventual four that will be in the game. It's up to you whether you can't wait and want to get playing immediately (in which case we'll really value your feedback!) or want to hold off until everything is complete, which will be around May 2018.

We'll be sharing development updates for Sunless Skies here, but there are some more sources you might like to follow:


Expect the first production update soon. We can't wait to take to the skies with you!
Sunless Skies: Sovereign Edition - hanchan
Hello. How are you? It's so nice to be back on Steam.

You can wishlist Sunless Skies now! Hooray! If you wishlist, you'll get a notification when it's available in Early Access. Certainly worth doing if you're excited to jump in as soon as the game is available.

At the beginning of Early Access we're planning to release a single region of the eventual four that will be in the game. It's up to you whether you can't wait and want to get playing immediately (in which case we'll really value your feedback!) or want to hold off until everything is complete, which will be around May 2018.

We'll be sharing development updates for Sunless Skies here, but there are some more sources you might like to follow:


Expect the first production update soon. We can't wait to take to the skies with you!
...