Open main menu
Home
Random
Recent changes
Special pages
Community portal
Preferences
About Wikipedia
Disclaimers
Incubator escapee wiki
Search
User menu
Talk
Dark mode
Contributions
Create account
Log in
Editing
Star Control II
(section)
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
=== Technology === The creators started by asking "what people do when they go out and have an adventure in space", while keeping in mind what they could actually implement.<ref name="warstories">Archived at [https://ghostarchive.org/varchive/youtube/20211211/ZgN4Mta86OE Ghostarchive]{{cbignore}} and the [https://web.archive.org/web/20181023141647/https://www.youtube.com/watch?v=ZgN4Mta86OE Wayback Machine]{{cbignore}}: {{cite web|date=October 23, 2018|title=War Stories: How Star Control II Was Almost TOO Realistic (Video)|url=https://www.youtube.com/watch?v=ZgN4Mta86OE|access-date=October 22, 2020|publisher=Ars Technica}}{{cbignore}}</ref> This led them to create numerous stars and planets, through a combination of [[procedural generation]] and handcrafted assets.<ref name="Bycer20182" /> Despite the fact that [[exoplanets]] had yet to be fully discovered,<ref name = "warstories"/> Reiche initially took on the challenge of simulating [[planetary systems]] based on scientific principles.<ref>{{cite web|author=Hutchinson|first=Lee|date=December 27, 2018|title=How Star Control II was almost a much more boring game (Article)|url=https://arstechnica.com/gaming/2018/12/video-how-star-control-ii-was-almost-a-much-more-boring-game/|access-date=October 22, 2020|publisher=Ars Technica}}</ref> They ultimately decided to bypass some details of the simulation, due to its lack of distinct planets to explore.<ref name="DeMaria2018"/> Instead, they imagined cracked planets with magma chasms, ruby planets with precious [[zirconium]], and even rainbow colored planets.<ref name = "warstories"/> The planets were created with a procedurally generated height map, which required difficult programming solutions to simulate the appearance of a 3D sphere.<ref name = "GDC2015"/> They additionally simulated 3D asteroids by digitizing images of [[pumice]] they had taken from a parking lot.<ref name = "GDC2015"/> The ''Star Control II'' team also invented their own fictional, flat version of space, so that the stars could be arranged in a more clear and interesting way.<ref name = "GDC2015"/> The algorithmically assisted generation of the star map helped to create a vast, mysterious setting for players to explore.<ref>{{cite web|author=John|first=Harris|date=January 1, 2008|title=Game Design Essentials: 20 Mysterious Games|url=https://www.gamedeveloper.com/design/game-design-essentials-20-mysterious-games|access-date=October 22, 2020|publisher=Gamasutra}}</ref> The map also added circles of influence for the aliens, not just to describe their location, but to provide narrative hints about their changing power, relationships, and stories.<ref name = "GDC2015"/>
Edit summary
(Briefly describe your changes)
By publishing changes, you agree to the
Terms of Use
, and you irrevocably agree to release your contribution under the
CC BY-SA 4.0 License
and the
GFDL
. You agree that a hyperlink or URL is sufficient attribution under the Creative Commons license.
Cancel
Editing help
(opens in new window)