we're evil! Look how scary it is! Argarak, do the mandible thing again! Nevertheless, the Umgah were overjoyed by the end result.īut. What happened next is shrouded in mystery since the Umgah lost contact with the secret colony where the experiments on the bio data took place. The Umgah had found out about the deal, and immediately offered over fifteen hundred credits worth of information for the Zebranky data - an offer the Melnorme could not resist. This new Starbase design would be used to establish several remote colonies. This netted the ZFP some 450 credits, which they promptly spent on design guidelines for a starbase with an advanced Point Defence and Fusion Blaster defensive system. along with a collection of canopic jars allegedly containing remains of a Zebranky. They contacted the Melnorme, who soon purchased bio data collected by the ZFP scouts. With drawn stuff, one has the liberty to avoid the 'man-in-suit' feel which sci-fi often presents.Īfter the partial destruction of the ZFP homeworld by the Kohr-Ah, the ZFP realized that keeping all the eggs in one basket is not such a good idea. Another reason for their small size is that I want to stay away from doing too many human sized (and human proportionate) aliens. To grow from single cell to adult in that time would require a lot of food and energy. I made them pretty small because they can produce new adults in just a few months. They'd have to, since their entire species is repopulated by just one male and 6 females. Maybe they have a lot of latent/dormant genes to prevent inbreeding. These little creatures could vary in appearance just like house cats do. I based their anatomy on the word 'Twig'. Perhaps only the ancient races figured out how to make larger ships practical. The way the ships in SC move, their armament, and crew count, is more reminiscent of nimble torpedo boats and war planes. Without such a restriction, it's easy to escalate things to 2.5km dreadnoughts battling swarms of 8m attack fighters, and that's not what SC is about. Maybe building smaller ships is advantageous in the SC universe, as if there's some sort of sweet spot. I think Star Control needs to set itself apart from the starship-size measuring contest we see in most sci-fi. The Druuge, will they be changed by the artefacts given to them by the Utwig, or remain rotten? I don't really address this in my story as they are left behind. Did they choose to group up according to gender (or lack of)? They likely reproduce by cloning anyways, and they were supposed to be gay according to the devs. However, it's possible, even probable that gendered (and androgynous) designs were made back on Earth. In regards to the Androsynth, we're given the impression that they are all male. While SC3 might lose its canon status, it did have some memorable races so I wanted to somehow preserve those in paraphrased designs. Perhaps the Precursors are better left untouched.ĭaktaklakpak, K'tang and Ploxis lookalikes. felt smaller manipulators were needed somehow. The Precursors are described as shaggy giants, evoking visions of the wooly mammoth. Printed images (manuals and guide books if canon)Īnd on top of that the design should be good of course.To achieve likeness, I'm trying to take the following into consideration: With enough revisions it's possible to get a redesign close to the source without sacrificing much likeness. The older stuff I had made was needlessly unfaithful. Star Control - The Ur-Quan Masters Redesigns I guess, for the moment I'll just draw some stuff and not concern myself with game design.Īn open Source version of Star Control 2 can be found here: Epic space battles are represented by arcadey pew pew, though a player who knows the game will quickly pimp out the Precursor tug and never even touch the strategy element of using other ships. In SC2, both the mining and super melee feels. In a way, super melee feels more at home in Star Control I because it doesn't conflict a narrative aspect which brings expectations of realism. Star Control I is a relatively simple strategy game while also lacking the narrative richness. Star Control II is more gamey (though still not accessible by today's standards), but it has the narrative charm to make up for it. If I try to do something like that I'm lost forever in plans. It had the same kind of urge which we now see driving Dwarf Fortress. Starflight has the design philosophy that I like, wanting to be relentlessly complex, pushing aside considerations like hardware limitations, gamey-ness, and "Who'd play this?". How could Star Control II be reincarnated today? To be honest I don't know how to grapple the Star Control and Starflight games.
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