Feb 14 2014

More Soon

There's a great deal you should know, but I'm afraid I must continue my writing.


Feb 1 2014

Unreal Riven

Five years ago, when we first discussed the prospect of remaking Riven, our intention was to do it as an expansion for Uru. The original name of the project, before it became the Starry Expanse Project, was actually uRiven (after Uru). Without any official tools to make content for Uru, we produced everything in Blender 3D and exported it to a format that Plasma (Uru’s game engine) could parse. However, after a while, we outgrew Plasma. It was outdated, it could not achieve the graphics we needed, and worst of all, it was no longer being maintained or updated.

And so, the project migrated to the Blender Game Engine. It was the logical next step at the time – we were already using Blender for asset creation anyway, so why not just use the built-in engine for the game itself? Well, it eventually became obvious why: the Blender Game Engine was difficult to work with, and while it could be prettier than Plasma, it was never faster, and at its core, it was simply inefficient.

To make a long story short, we shortly thereafter moved to an engine called Unity 3D. Unity was our first professional engine, and unlike ever before, our goal seemed to be within reach – this was an engine that was used for actual games, and while it had a significant learning curve, it could produce great results. We jumped onto the Unity ship, and the future was bright. With Unity, we showed off Prison Island and an area from Survey Island at Mysterium conventions. It was a huge step up from the Blender days. But, with our knowledge of game design sprouting like a beanstalk, and our team sporting many times more talented artists than ever before, the shortcomings of Unity for our project were becoming more and more apparent.

* * *

By the beginning of last summer, we had begun discussing the possibility of leaving Unity behind. Concerns about Unity’s graphical capabilities had been raised – in particular its ability to efficiently render large, detailed areas. The areas we had produced up to that point were fantastic, but they were already putting significant stress on Unity, and in terms of complexity… well, they were mere specks compared to Jungle Island, the largest island we would have to be able to handle. It seemed that the need for a change of rendering technology was inescapable.

The straw that broke the camel’s back was the release of Unity 4.0, a paid upgrade from Unity 3, which was what we had been using up to that point. As many of you know, we had to raise money in order to afford our Unity 3 license, and we are very thankful toward everybody who donated. Because of this, we were not happy about the prospect of having to either purchase an upgrade or risk becoming obsolete.

The search for a new engine began in earnest after Mysterium 2013. If not Unity, then what?

UDK logo

It wasn’t long before our gaze fell upon the Unreal Development Kit. UDK is a free (provided certain licensing restrictions) framework built on the Unreal Engine. It’s also the engine Cyan is using for their new game, Obduction (they’re still collecting donations, by the way), and in fact, Cyan themselves recommended that we use it for our project. It’s an extremely powerful platform that has been used to produce beautiful AAA games for years, such as Bioshock and Mass Effect. Its lighting and particle capabilities far outstrip those of Unity, and its ability to handle large, detailed areas is in another class altogether.

What’s more is that UDK maintains similar cross-platform support to Unity; games made using UDK can be run on OS X, Windows, and any of a number of mobile platforms. It even has Oculus Rift support baked in. UDK gives us everything that Unity had, and on top of that, it’s faster, it’s more beautiful, and it’s free.

Since the switch, we haven’t looked back. Unity is a great platform, and for a while, it was the platform we needed. While we were disappointed that we were not going to be able to continue with it, we look forward to showing off just how amazing Riven can look with this new engine.


Jan 28 2014

Catching Up

Hey there, long time no see!

Lately the project has been radio silent, as often happens between Mysteria.

We like making a splash at Mysterium, so in the past our strategy has always been to save up the big news and content for our presentations. Our logic has been that if we’ve already shared all the stuff we have, there will be nothing left for us to present at the convention. That said, it’s become clear that we’ve taken this too far recently, having posted practically nothing during the 362¼ days that are not Mysterium.

With that in mind, we want to include you guys in our development process more than we have in the past. We want to return this website to what it was intended to be: a place for us to share screenshots of what we’re up to, explain our thinking on certain issues we’ve been grappling with, and that sort of thing. We’ll still save some surprises for Mysterium, of course, but we intend to crack the floodgates of information a bit between now and then.

So stick around, and expect more from us in the coming weeks!


Oct 17 2013

Obduction

If you’re interested in Myst, Riven, and good games in general, then you probably should go and check out Cyan’s new game, Obduction! They’re currently raising funds for it over on Kickstarter, and it looks like it contains everything we loved about Riven, and more! Please consider tossing them a few bucks!

UPDATE: The Kickstarter was a success!! Thank you, everyone!


Oct 14 2013

Wallpapers

We’ve been pretty silent since Mysterium, and while we have our reasons (big things in the works!), we realize that it’s not cool to leave you guys hanging like this. So as a kind of apology for staying silent for so long, we put together a couple of wallpapers for you guys. We’re providing them at 1920×1080, they should scale down nicely to other sizes.

Paper 1

Paper 2

Paper 3

 

Enjoy! We’ll have more updates…eventually! We are still working hard, we promise.

(And we know that the D’ni on the elevator is still wrong. We’ve been so preoccupied with other things, correcting the text slipped our mind)


Aug 1 2013

We’re at Mysterium!

We have arrived at Mysterium, and the schedule has been posted – our presentation is scheduled to begin Friday, August 2nd at 11:00 AM Eastern.

UPDATE: You can watch our presentation at http://www.youtube.com/watch?v=CBUAz1OWDuc.


Apr 2 2013

Development Issues

Unfortunately, it looks like yesterday’s announcement of support for the Nokia 5110 was a bit premature. It turns out, we don’t actually have any way of distributing the game to the 5110, due to limitations in the hardware.

As much as it saddens us to say it, we’re going to have to rescind our support for the platform. Perhaps one day, technology will be sufficiently advanced for us to renew our support of the Nokia 5110, but for now, you’re going to have to play the game on Mac OS X or Windows.


Apr 1 2013

New Platforms

Historically, our stance on platform support for the Starry Expanse Project has always been that Mac OS and Windows come first, and everything else is a possibility for the future. But as technology advances, so must our project. Today, we’re excited to announce that we’ll be bringing The Starry Expanse Project to a new platform – a mobile one.

We recognize that mobile platforms, particularly phones, are the way of the future. More and more games are being released for the iPhone, Android, and sometimes even Windows Phone platforms. These devices all have their pros and cons, but we have found that none of them really have the staying power, the resilience that we require of our technology.

There is, however, one platform that does meet these criteria. A powerful, flexible, mobile platform, with the strength to resist any and all competition.

We are, of course, talking about the Nokia 5110.

That’s right, folks. As of today, we are officially adding the Nokia 5110 to our lineup of supported systems. The game will be made available for the mobile platform on the same day as it’s available for Mac OS and Windows, and it will be a fully functional version of the game – not the usual crippled fare you’ll find in a mobile edition. We aren’t cutting any corners; check out some of these screencaps below, taken from our dev unit:

The classic menu you know and love.

Every cutscene fully preserved, rendered in beautiful 1-bit color.

The Places

All of the locations from the original game, remade with extreme attention to detail, including a dynamic cloud system and moving water!

The Puzzles

Every puzzle works exactly as it does on Mac and Windows.

And of course, the awesome maglev rides have been faithfully ported, as well.

And of course, the awesome maglev rides have been faithfully ported.

Keep in mind that, as with all screenshots that we post, these are a work in progress. We are aware there are some problems and glitches, so please refrain from reporting them.

We’re feeling extra generous today, so we decided to give you guys a sneak peek at another aspect of the project, one that we are asked about quite a lot: sound! For a long time now, we’ve been debating how we’re going to be handling the music in our game, whether or not to remake (or even replace) the score originally composed and performed by Robyn Miller. Well, we’ve finally reached a decision, and well…we hope you agree that we made the right one. Have a listen to a sample of the soundtrack from the upcoming Nokia 5110 edition of the Starry Expanse Project:

We are really excited about the new platform, let us know what you guys think of it! What other platforms would you like to see the game ported to?

Update: Unfortunately, development issues have forced us to rescind our support for the Nokia 5110.


Feb 8 2013

On the Subject of the Oculus Rift

We’re hard at work on the next big Starry Expanse announcement, but we wanted to take a moment to address a question that has come up a lot recently, the Oculus Rift. For those of you who are not aware, the Rift is an upcoming head-mounted virtual reality display, specifically built for video games. It blasted through its Kickstarter campaign, raising over 900% of its original goal (that’s over 2 million dollars!), and is now well on its way to becoming a reality. It is backed by a lot of really big names, like Valve and Epic games, and already natively supports Unity and the Unreal engine.

So naturally, everybody wants to know – will The Starry Expanse support the Rift?

Our answer to that is, unfortunately, a vague one. We here at 59 Volts all agree that the Oculus Rift looks pretty dang cool. Playing our game on a head-mounted display as great as the Rift promises to be sounds like a dream – Myst is all about immersion, and what better way to immerse oneself than through VR?

At the same time, as much as it pains me to say this, our game is far from being complete. Like, still a few years, at least. With that in mind, we’re unwilling at this time to commit ourselves to supporting anything beyond what we’ve already promised – that the game will play on a standard Windows computer, or on a standard Mac OS X computer.

To be clear: this is not to say that we will not support the Rift. In all likelihood, we will ultimately do what we can to support the Rift. But we’re not promising anything until the game is a lot more complete.

Thank you to everyone who has contacted us about the Oculus Rift, we hope that this is enough of a satisfactory answer. As always, stay tuned for more updates about the project soon!


Dec 24 2012

Happy Birthday, Us!

Yesterday (December 22nd, because yes, it is totally still December 23rd) was The Starry Expanse’s fourth birthday! The project began around 6pm that night in 2008, with a rather optimistic conversation about the future of the official Plasma tools Cyan had recently promised to deliver. Our original plan, for the uninitiated, was to rebuild all of Riven within Uru, using Cyan’s official tools. We knew nothing about the tools (which were not actually released for another year), we did not own 3DS Max, and we had extremely limited knowledge of how Plasma worked.

What we did have was the combined power of two crazy fans, and a dream. An insane, ridiculously over-ambitious dream.

Well, four years later, we’re proud (kind of way too proud, probably) to finally be able to let you guys actually play something that we’ve made as a result of that conversation. It’s been a crazy ride so far, with multiple engine upgrades, an ever-expanding team of Very Talented People-, nearly $4000 in donations, and hey – official approval from Cyan Worlds. Not too shabby.

We’re sorry that we’ve been so quiet recently. We’re mostly all college students, and the fall semester is always a crazy time for us. Now that that’s over, however, we’re back to work, and things are moving forward. You can probably expect to hear more from us in the next few weeks.

SO: What do we have ready for you guys to play with today? Well, it’s pretty much what we showed off at Mysterium. It’s more polished, better-suited for public consumption, but everything you saw at Mysterium is there: you can explore Prison Island, open the firemarble dome, ride the elevator, birdwatch, even mess around with the environment. It’s all very pretty, and just a taste of everything that’s to come. Be sure to check the included readme file for an explanation of how to change the environment settings.

To be clear: we’re calling this a demo, not a beta. We’re showing off some of what we have done, sharing our baby with the public for the first time. We’re not specifically looking to find problems with it, we’re well aware of what’s still broken or missing. So you can relax, and simply enjoy the first public hands-on experience of our game. That said, if you encounter any major problems with the demo, feel free to contact us and explain the situation. We’ll do our best to help you out!

Well, I guess I can’t stall any more, so without further ado:

Direct downloads are graciously provided by our friends over at Myst-Aventure, and we are very thankful for it. We [EDIT: NO LONGER] recommend μTorrent as a suitable client for downloading the files via BitTorrent. If you need help using it, feel free to contact us at our support address, or just ask in the comments.

We sincerely hope you enjoy this small demonstration as much as we love working on the project.

 

* Edited this post on August 7, 2016 – we no longer recommend uTorrent as a suitable bittorrent client. Please seek recommendations for better clients.