Elemental: Stardock’s secrets revealed

By on June 22, 2010 9:02:50 PM from JoeUser Forums JoeUser Forums

Frogboy

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Elemental is the most expensive game Stardock’s made. Which isn’t saying much since Galactic Civilizations II had a budget of around $800,000. 

Elemental’s total budget is probably less than Civ V’s cutscene budget (which based on what I’ve seen was well spent). 

So how does Stardock make a game like Elemental with so few resources? How do we hope to have a successful game in what is considered a “niche” genre?

The answer is in two parts: First, you guys. Seriously. Word of mouth is the only realistic way that independent game studios can still release games like this. 

Second: The tools  Beta 4 will go into great detail on this but since this week has involved us spending a lot of time cranking out content for the Magic and Adventure categories we’ve had a lot of time to spend with the bundled tools.

image

This is what you see when you click workshop

 

So if I want to make, say, a goodie hut, the first thing I need to do is go to the tile editor.

Let’s say I want to make a tomb. I’m no artist but I know how to play with legos…

image

Now, let’s add some “stuff”

image

Then some effects (these need icons still)

image

Then save it:

image

 

Then with Impulse::Reactor,  share it with the world if you want and they can choose to add it all within the game:

image 

Other things you would then do is give users an item that already exists in the game or go to the item editor and make your own items.

Over the next several months, we’ll be enhancing these further in free updates to keep making it easier and easier to make and share cool stuff with other players. 

I must admit, it’s pretty darn fun.

But this is how we can make a game like Elemental. It’s so easy for us to add “stuff” to the game to make each experience fun and different. 

Then wait till you’re able to add your creations to your own maps complete with their own quests:

image

(the above is the beta 2-B map btw, after the beta 2 series, we move to the random maps).

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June 23, 2010 9:20:25 AM from Elemental Forums Elemental Forums

Awesome! It seems that certain games become immortalized when they have powerful modding tools and can mainstream the sharing of mods. It seems Stardock is on the right path! 

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June 23, 2010 11:15:51 AM from Elemental Forums Elemental Forums

The REAL secret of StarDock:

Soylent Green is PEOPLE!

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June 23, 2010 11:21:27 AM from Elemental Forums Elemental Forums

Will the Tile Editor assets include 'organic' elements so we can build things like crannogmen homesteads and Geoff the Slug's Great Hall?

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June 23, 2010 11:44:04 AM from Elemental Forums Elemental Forums

Quoting tejondour,
So I'm curious: there's a real-time component to Elemental with the simultaneous turns, and it handles fluid movement within a tile. Can the turns and tiles be removed completely by a modder, turning it into an RTS engine?

Elemental runs on a RTS engine. but I would direct you to this Thread.

http://forums.elementalgame.com/382811/

Especially Reply #9 and #11 for a proper answer.



 

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June 23, 2010 11:46:52 AM from Elemental Forums Elemental Forums

Quoting GW Swicord,
Will the Tile Editor assets include 'organic' elements so we can build things like crannogmen homesteads and Geoff the Slug's Great Hall?

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June 23, 2010 2:42:00 PM from Elemental Forums Elemental Forums

This looks amasing.

Along the lines of modding, I'm allready planning "Elemental: War of Imperialism".

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June 23, 2010 2:46:43 PM from Elemental Forums Elemental Forums

 The editors are one of the main reasons why I'm looking forward to this game. I'm just wondering why no scenario/Campaign editor. There were scenario/campaign editors in GCII and this type of game seems to be the exact type that you would want to be able to create multi-scenario campaigns for over many types/sizes of maps.

 

Looking forward to the release

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June 23, 2010 3:12:36 PM from Elemental Forums Elemental Forums

As far as modding goes, I just hope I can make custom epic quests which can be used as victory conditions.

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June 23, 2010 5:57:56 PM from Elemental Forums Elemental Forums

I would like a creature/race editor so that I could(if I want to) make a race of cyats and another race of harpo's in game, then stir ryat into createing his ryats so that we can have harpo/cyat/ryat wars.

harpo

 

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June 23, 2010 6:11:23 PM from Elemental Forums Elemental Forums

Quoting SuperTimo,
Sounds almost like the system in Spore, but without the suckiness of not actually being a game!   Great work guys!

lol  That is so true.

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June 23, 2010 6:31:37 PM from Elemental Forums Elemental Forums

Quoting John_Hughes,
Elemental runs on a RTS engine.

Ah yes, now I remember that exchange. (Obviously I'm not being a very good fanboy... too busy, heh!)

Awesome.

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June 24, 2010 12:24:41 AM from Elemental Forums Elemental Forums

This may be a stupid question but will this editor support entirely customized models?  You know, something that isn't built by piecing together premade blocks (as shown in the OP).

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June 24, 2010 8:58:18 AM from Elemental Forums Elemental Forums

Every time I have the opportunity, I want to mention that the tile editor would really shine if there were some simple random placement rules. That way you could have a 'Wealthy Baron's Mansion' that would be different from all the other wealthy baron's mansions. Or we could have 'Giant Mushroom Forests' that would tile in a non-obvoius way.

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June 24, 2010 3:04:38 PM from Elemental Forums Elemental Forums

I for one am looking forward to making a fantasy version of X-Com Apocalypse, if feasibly possible.

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June 24, 2010 3:58:41 PM from Elemental Forums Elemental Forums

Good stuff!! anyway: HAPPY BIRTHDAY FROGBOY!!!

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June 24, 2010 11:48:23 PM from Elemental Forums Elemental Forums

Really nice info to read, . I like the editor functions that have been shown so far.

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June 25, 2010 12:20:04 AM from Elemental Forums Elemental Forums

Quoting arstal,
 

Does the GCII budget include DA and Twilight, or just the base game?

 


Quoting Gorstagg, reply 9This is the type of thing that is going to really going to take this game from Awesome to Epic. People talk about how great a game is, but they only play it for a while. As it's got a very short "Life Span". But this game by it's very nature is going to be very replayable. And then you throw in the other side, allowing the user to create things to enhance the game.

I loved ship design in Gal Civ. That was great, but this is even better. By leaps and bounds. (Hell I wouldn't be surprised if the next Gal Civ springs from the bones of Elemental.)

Thanks for the insider preview Frogboy! (ps that's what I thought.. a new video was up over on Draginol!)
 It might have to.  Elemental really makes me want GalCiv3- as GalCiv2 was a very good game that would be even better with some of Elemental's features.

 

 

Speaking of GalCiv, I really hope those rotation dials have a button or hotkey to adjust the rotation by a single unit. You have no idea how much time I've spent in the shipyard trying to get a widget on one side of the ship to align with a widget on the opposite side of the ship; either the dial would repeatedly overshoot due to the inability to make fine adjustments, or I would discover after half an hour of widget-fiddling that someone made the stupid hardpoints asymmetrical.

 

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June 28, 2010 12:07:42 AM from Elemental Forums Elemental Forums

I really hope those rotation dials have a button or hotkey to adjust the rotation by a single unit. You have no idea how much time I've spent in the shipyard trying to get a widget on one side of the ship to align with a widget on the opposite side of the ship; either the dial would repeatedly overshoot due to the inability to make fine adjustments, or I would discover after half an hour of widget-fiddling that someone made the stupid hardpoints asymmetrical.
I don't recall in GalCiv (but I'm pretty sure) but I DO recall in The Political Machine that the scroll wheel on mouse-over would increment with much more control.

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June 28, 2010 8:18:15 PM from Elemental Forums Elemental Forums

Stardock: Putting EA and Will Wrights to shame by achieving with minimal budget what they couldn't even touch.

And doing it with style.

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June 29, 2010 10:54:06 AM from Demigod Forums Demigod Forums

I really hope those rotation dials have a button or hotkey to adjust the rotation by a single unit. You have no idea how much time I've spent in the shipyard trying to get a widget on one side of the ship to align with a widget on the opposite side of the ship

We really need to go past dial tweaking here. Some tools I'd like to see (if they're not already in, as I've mostly only played with the pre-public builds):

- Manual angle/size entry by number
- Copy-size-and/or-angle-from-that-part tool
- Snap to grid (X and/or Y)
- Scale to grid (ex: autoscale wall segments to one grid square long)

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June 29, 2010 11:02:35 AM from Elemental Forums Elemental Forums

Quoting kryo,

I really hope those rotation dials have a button or hotkey to adjust the rotation by a single unit. You have no idea how much time I've spent in the shipyard trying to get a widget on one side of the ship to align with a widget on the opposite side of the ship

We really need to go past dial tweaking here. Some tools I'd like to see (if they're not already in, as I've mostly only played with the pre-public builds):

- Manual angle/size entry by number
- Copy-size-and/or-angle-from-that-part tool
- Snap to grid (X and/or Y)
- Scale to grid (ex: autoscale wall segments to one grid square long)

yes, yes, yes! Dial tweaking was annoying as HELL in galciv. The size slider was especially annoying. 

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June 29, 2010 6:13:13 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting kryo,

I really hope those rotation dials have a button or hotkey to adjust the rotation by a single unit. You have no idea how much time I've spent in the shipyard trying to get a widget on one side of the ship to align with a widget on the opposite side of the ship
We really need to go past dial tweaking here. Some tools I'd like to see (if they're not already in, as I've mostly only played with the pre-public builds):

- Manual angle/size entry by number
- Copy-size-and/or-angle-from-that-part tool
- Snap to grid (X and/or Y)
- Scale to grid (ex: autoscale wall segments to one grid square long)

especially the snap to grid & scale to grid will BOTH improve the useability of the tools.

harpo

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