Frogboy Frogboy

Elemental: Stardock’s secrets revealed

Elemental: Stardock’s secrets revealed

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).

94,387 views 47 replies
Reply #26 Top

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

Reply #27 Top

The REAL secret of StarDock:

Soylent Green is PEOPLE! x_x

Reply #28 Top

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

Reply #29 Top

Quoting tejondour, reply 16
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?
End of tejondour's quote

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

https://forums.elementalgame.com/382811/

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



 

Reply #30 Top

Quoting GW, reply 28
Will the Tile Editor assets include 'organic' elements so we can build things like crannogmen homesteads and Geoff the Slug's Great Hall?
End of GW's quote
XD

Reply #31 Top

This looks amasing.

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

Reply #32 Top

 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 :thumbsup:

Reply #33 Top

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

Reply #34 Top

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

 

Reply #35 Top

Quoting SuperTimo, reply 20
Sounds almost like the system in Spore, but without the suckiness of not actually being a game!   Great work guys!
End of SuperTimo's quote

lol  That is so true.

Reply #36 Top

Quoting John_Hughes, reply 29
Elemental runs on a RTS engine.
End of John_Hughes's quote

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

Awesome. :D

Reply #37 Top

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).

Reply #38 Top

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.

Reply #39 Top

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

Reply #40 Top

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

Reply #42 Top

Quoting arstal, reply 10
 

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.

 

 
End of arstal's quote

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. X|

 

Reply #43 Top

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.
End of quote
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.

Reply #44 Top

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

And doing it with style.

Reply #45 Top

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
End of quote

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)

Reply #46 Top

Quoting kryo, reply 45

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)
End of kryo's quote

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

Reply #47 Top

Quoting kryo, reply 45

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)
End of kryo's quote

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

harpo