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LennartGS

Managing / Game Director @ Triumph
Paradox Staff
16 Badges
Jun 12, 2018
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Hi there, this new DD is about World Building. The premise for this intricate Planet-based sci-fi game started to come together when we gave the factions a common origin and a shared history, as opposed to having aliens first meet each other in outer space.

Central to the setting of Planetfall is the Star Union, a shattered galactic empire that once spanned thousands of worlds. As one of the survivors, you emerge from the dark age to craft a new future. You travel to one of the lost worlds of the old empire, where you will find many marvels among the remnants of this once great civilization.

Imagine the world of Fallout on a galactic scale, with players competing to establish a new future. The world is loaded with wonders, hidden secrets and ancient rivalries. Scraps of information scattered through the game world allow the player to piece together the horrible fate that befell this great civilization.

EmpireRuins.jpg

This is one of the first mood images we did: a ruined capital world establishing the sci-fi monumental architecture. Notice the propaganda mural which made it into the announce trailer. Then there is a nice contrast between the destruction and the ship making planetfall which signifies a new hope.

Reasons why we made the Star Union central to the setting are plentiful:
  • Lore and Exploration: The remnants of the Star Union are everywhere – like ruins of the roman empire sprawled across Europe and the Mediterranean. Discover its urban centers, research labs, weapon test sites and the origins of your faction.

  • Universe Consistency: In the game you’ll visiting many worlds. The Star Union is an overarching entity explaining why similar structures or NPC factions reappear in the galaxy.

  • Shared History for Factions: Room for factions and characters to have ancient beef to settle. Like there is this insectoid slave race called the Kirko that has been freed from its shackles. (not all playable factions are humanoid in origin)

  • A different take on Research: Research is about rediscovery the secrets of this ancient empire, adding a narrative to this mechanic.

  • Whodunnit? Who or what brought the empire down? Maybe they’re coming after you as well. Maybe the techs you’re rediscovering are the ones that caused the cataclysm.
Here are a few examples of elements that constituted the Star Union:
  • The Nexus: The thousands of worlds of the Star Union were connected through a network of wormholes, called the Nexus. This allowed FTL travel and fast communication between the worlds. After the Collapse clusters of stars at the heart of the Union ominously disappeared and gravitational storms made travel through the Nexus impossible. The surviving factions were marooned on the outer frontiers of the Union, light years apart.
  • CORE: As the Star Union grew from dozens to thousands of worlds, the Union deployed a governance system at the heart of the Nexus called CORE (short for Conscientious Omnipresent Regency Engine), which gathered and processed data from across the Union. At the start of their term, Emperors and Planetary Governors would be connected to CORE, opening their minds to the immense interstellar dataflow.
  • Vanguard: The Vanguard originate from the expeditionary forces that were sent out to claim new worlds on the frontier of the Union. The Vanguard are hardened pioneers and marines with few ties to the old world; the effects of time dilation matter little to them. When they arrived at their destination, the Vanguard found out the Nexus had gone black, and they had no way to return. In the time they had been traveling, the empire they were sworn to protect had fallen. Because of this delay, the Vanguard resemble imperial forces from before the fall.
  • Paragons: The Union’s privileged citizens and praetorian military. Named after the Paragon Augmentations company that provided them with the extensive bionic implants that unnaturally extended their lives. One of the NPC Factions in the game.
  • Terratech: This biotech company did the Empire’s Terraforming and ran scary genetics programs. You’ll see their facilities popping up on various worlds, as well as embedded in the origins of various post-collapse factions
  • (Edit - Whoops this journal is getting long - must bring it to a close)

Posters.jpg


In-game Lore illustrations. The various interstellar corporations and institutions have left their traces on the worlds of Planetfall. You’ll see them reflected in map structures, units, factions, secret technologies and quests and lore entries.
 
Please make t-shirts with Terratech on it that we can buy! I need this
The posters look really good. I look forward to a T-shirt with the Paragon technologies picture at some point in the future.

I'm so glad to see we are all agreeing on this.

It isn't developped on Clausewitz as far as I know.

Indeed it is not. It's running in the Creator Engine, which is our own engine we've been working with for years. We'll likely do a Dev Diary on that too.

If there are multiple playable races, and the Nexus shut down leaving them out of contact with each other, does that mean each race will have their own starting point and a different campaign, or at least different campaign options?

That does seem like a very logical conclusion based on those premises … hmmmm
 
I will say that the world looks very interesting, however I'm wondering how much we'll get to see of it.

I was really disappointed with the AoW3 Campaign, especially after AoW1, 2 and Shadow Magic had such excellent campaigns. The one in AoW3 was short, relatively boring/unimaginative and felt more like a tutorial for multiplayer than anything else.
Are you planning on providing a more complete story mode again this time around?

The main part of the game will very likely be the random map generator again.

I understand why it would be that way, still, kind of a bummer to me (personally, I know many people like or don't mind that), random maps just don't give me the same immersion. :(

Well, the campaigns should be better than previous. At PDXcon, they said they were looking at pseudo-random campaigns - the map objectives are fixed, but the rest of the sectors would be RMG'd in. This would make it a lot more replayable.

That's funny. For me random maps give me far more immersion. You can write your own story. I'm big on sandbox stuff though. I always loved the setting of AOW but actually never got super enthralled with the story even if I liked the characters. I wanted to throw em into a random pot and stir it to see what happens.

On story:

For the campaign we are trying some different things. We've heard the feedback on the AoW3 campaign and have been figuring out how to improve upon those, such as the pseudo-random campaigns Gloweye mentions. We're also trying to take into account how different people want to play the campaign. If its a more complete story I find hard to say. We're still make changes to the campaign every day and if a story is complete, interesting and imaginative seems very much subjective. We are certainly aiming at the campaign being more fun!

Another thing we are working on - which impacts both campaign and random maps - is more emergent storytelling. We are working on systems that add lore-bombs to every maps, not just campaign maps. That to make sure everyone can enjoy this universe's back story.