Crying Suns

Your daily selection of the latest crowdfunding projects!

According to Kickstarter

 

About

Download the demo for free here.

With this demo, you’ll get a taste of the gameplay and discover the very first sector of the first chapter of our game. (The entire game will consist of 6 chapters, each composed of 4 sectors.)

Official HD Trailer here: https://youtu.be/An317hx2LQA

About the new “Prag Mah” faction (Stretch goal #1)

The Prag Mah is an Imperial caste consisting of judges responsible for enforcing OMNI laws throughout the Empire, shutting down any unregistered OMNIs; OMNIs too human in appearance and/or behavior; and OMNIs illegally tampered with.

Orphans conditioned from birth, the Prag Mah have benefited from the best tech the Empire has to offer — namely House Telos tech. After The OMNI Shutdown, the Prag Mah have kept their vows and continue to roam the clusters attempting to enforce these laws, harshly punishing anyone they believe to be scrapping OMNI exo-frames.

If you’re traveling with an unusual, outspoken OMNI, watch out. The Prag Mah might be coming for you.

Here is an early character research on this faction:

CRYING SUNS is a rogue-lite and tactical game where you explore a dying galaxy as the admiral of a space fleet. As a deep, story-driven game experience, each successful run will uncover a part of the underlying truth about the fall of the Galactic Empire.

Main Features

  • Space exploration in a procedurally-generated universe
  • Tactical fights between battleships and their squadron fleets
  • A deep and dramatic storyline inspired by our favorite S-F universes (Foundation, Dune, Battlestar Galactica) and structured in 6 chapters.

… Prepare to die often, it’s a rogue-lite game… And it’s a hard one…

Platforms

Crying Suns will be available first on PC and Mac. We also plan to release the game on iPad soon after releasing the desktop versions.

You can already put it on Steam wishlist: here.

Release date: Late 2018 – Early 2019

Public price (Steam release): $19.99

We are big fans of Faster Than Light (FTL). With Crying Suns, we wanted to add to that initial gameplay formula a sense of scale and a feeling of incredible dramatic stakes in a rich, post-apocalyptic environment. The keywords here are macro management.

You will feel that you aren’t just leading a few people on a small ship but a huge, super high-tech battleship with hundreds of crew as you try to save a dying humankind. There’s a lot on your shoulders!

Here are the main features you’ll find in Crying Suns.

Space exploration

Navigate through an infinity of detailed and violent planetary systems. Choose your path to the boss wisely to manage your limited resources and to avoid bloodthirsty enemy ships hunting you in the dark of outer space.

Resources

The Big 3:

  • Scrap: The money of the game. Now that the once great Galactic Empire has all but collapsed, Imperial currency has no use. Now, only bits and pieces or scraps of OMNI-invented (advanced artificial intelligence machines) tech hold any real value. With scrap you can buy other resources in the game, weapons, squadrons, or make upgrades to your battleship. But be careful. Scrap is in heavy demand. And many, especially those verminous Scrapers, are willing to kill you for it.
  • Neo-N: The blue-glowing, radioactive fuel of your battleship. Also created by the OMNIs, Neo-N is “the” energy source for all technologies and ships in the game. Only a few volatile Neo-N plants continue to produce it, but for how long before they melt down? In any case, you’ll need Neo-N as you try to move your battleship from one planetary system to the next. Without it, you’re stuck. And if you’re stuck, you’re as good as dead.
  • Commandos: Not to be insensitive, but these guys and gals, armed as they are with the best Imperial weapons and tech, are more or less your cannon fodder. Your commandos are your brute force for combat on the ground. And you’ll rely on them for resource location and extraction on planetary expeditions.

The big 3 are obtained by visiting and exploring systems, by making deals or doing good deeds for civilians who you encounter along the way, and, of course, by fighting and destroying other battleships. To the victors go the spoils. Remember: Don’t forget to check your Neo-N gauge!

Stellar map

This provides you with the layout for each star cluster that you encounter in the galaxy. This is your resource for navigating your way through the chapters of our game, whether you’re trying to avoid certain enemies or hunting them down. Hover the mouse over a particular point and you’ll obtain information on that system.

In this star cluster, you will have the possibility to:

These icons will help you decide if you want to stick around a particular system to say, explore one of its planets; visit a shop to purchase an upgrade with your scrap; or if, fearing for your life, go to the next.

Looking at things a bit closer, when you do visit a particular system you will receive more information regarding its various points of interest, that is to say, its stars, planets, space stations and beacons. From here, you can decide which, if any, you’d like to check out. Each move to investigate a particular point of interest costs 1 Neo-N. We told you that blue stuff was important!

Each time you visit a point of interest, there are a few possible triggers: an event, in which you’ll make an encounter, friendly or not, in the area; a fight, in which you will have to duke it out with an imperial enemy hell-bent on killing you and taking your resources; or a planetary expedition in which you have a chance to send troops to explore a local planet for resource extraction.

Events

As we stated earlier, one of our goals in making Crying Suns was to make the player feel like the admiral of a battleship. Let’s be honest, there’s a lot more to being an admiral than deciding which type of missile to launch at an enemy. Our events are the vehicle that allows us to really sink our teeth into this idea. We’ve crafted over 300 entertaining and challenging events, with various outcomes for each, for you to experience on your journey through the galaxy:

  • Some events offer you several possible actions to choose from.
  • Some events offer you further options if you’ve picked up a Hero (more on them later).
  • Some events offer risky choices with possible big rewards…or big drawbacks.

Tactical fights

Okay. Okay. I know we just said there’s more to being an admiral than fighting, but fighting is still a HUGE part of the game. In Crying Suns, our fights, sticking with the you-are-the-admiral theme, are highly tactical. You’ll battle numerous different and frightening battleships and their devastating squadrons. Make the right calls. Use the right weapons and units. Adopt the right plan of attack. And if you don’t, well, you know what happens…

Goal

Your goal in fighting is of course to inflict damages to the opposing battleship and minimize your own. These damages are measured by our Hull Gauge. You win the fight when the enemy’s gauge is empty. And when that happens, fireworks, baby!

Real-time with pause

Our Tactical Pause feature allows you the ability to pause the game anytime you want to adjust your strategy and make the most of any particular moment in the battle. Use it. Remember: You are responsible for the lives of 300 crew members!

Units

During the fight, you can use 3 different types:

Heroes: I told you we’d get back to these. These are specialist officers that you can pick up along your journey. Each possesses a passive ability that could help you and give you an crucial edge to win a fight. You’ll need their help if you wish to survive.

Squadrons: You have a choice in combat between deploying 3 different types: cruisers, fighters, and drones. Each has its strengths and its weaknesses. You will have to use them in the right situations and against the right type of enemy squadron.

Weapons: You can use different kinds of weapons during the fight (missiles, fast lasers, Tesla bombs, ionic weapons, rail guns and more!), each one with a different effect on the enemy battleship.

Focus points system

We’ve implemented a Focus Point System into our fights. This represents Admiral Idaho’s capacity to concentrate and allows you to handle and prioritize multiple tasks at the same time. The more focus points you have, the more actions you can do. Conversely, if you don’t have focus points, your actions are limited.

Focus Points can be used to:

Deploy units (squadrons, weapons, and Heroes) during a fight. You lock one point each time you do so.

Perform an action during a fight. Each time you move a squadron, fire a weapon, or repair a critical damage, you use Focus Points.

Critical damages

Just like in a real battleship fight, even if you win, you could be badly damaged. In Crying Suns you’ll have to repair all critical damages sustained in combat before you can resume your journey.

At the moment, there are 4 types of critical damage, all of which can be repaired with 2 Focus Points (if you have them!), by clicking on the critical damage icons when they appear. But we’re still looking for fun ways to hinder your victory!

  • Breach: Holes in your hull. This is a big one. You can’t repair any other damages until you’ve repaired this one.
  • Stunned: Sometimes Admiral Idaho can be stunned or dazed in battle if your battleship is hit hard. If this happens, Idaho’s ability to focus is diminished and a Focus Point is locked until he snaps out of it or can be treated.
  • Damage on your units: In battle sometimes your units can get beaten up to such an extent that they move slower or can no longer fire their weapons. This kind of damage can occur to your heroes as well, making them ineffective.
  • Fire: In combat, your battleship is going catch on fire. That’s just the way it is in galactic battleship warfare. If this fire’s not quickly extinguished, it could spread (it’s possible to have 3 at a time) and quickly eat away at your hull points. Put out those fires!

Upgrade

With the first battleship available to you in the game, you can use up to 4 squadrons, 2 weapons and 2 heroes at the same time. (Other improvements are also available by way). However, as you begin to unlock and play with other battleship models in the game, those limits can increase.

Expeditions

When visiting a star system, as we mentioned before, it’s possible to explore its planets. Your battleship is equipped with high-precision scanners allowing you to scan planetary surfaces for anomalies (alert signals, high concentrations of resources, forgotten experimental science labs, pirate outposts, and others) that either intrigue you or offer you a chance to collect a valuable resource.

To begin an expedition, first you must choose an expedition leader from your heroes. To help you make a selection, Kaliban uses a predictive algorithm providing you with information on which is potentially best suited for the expedition to come. However, you are free to use whichever hero you’d like.

Once on the ground, the expedition team will navigate through a potentially-hostile environment, either using its wits, guns, or explosives to hopefully reach and safely, or relatively safely, explore the anomaly.

At each stage of the expedition, if your leading hero has the relevant skills needed, you will accumulate resources. But be careful. Although your commandos will protect the hero much like a human shield, they can also be injured if something goes wrong. If all the commandos get injured, your hero, now on his or her own on this planet, with its weird flora and fauna and potentially dangerous inhabitants, might never return to your ship…

To keep the battleship safe, and its location hidden, the ground team is only authorized to contact you if they are able to ensure a secure line. This means that, for the most part, you won’t be able to give them orders. Who you send as the expedition leader is therefore even more critical. However, if the team determines it’s safe to do so, sometimes they will contact you. At this point, you’ll be able to give them orders, including an emergency retreat, if your gut tells you it’s the best course of action.

Customize your runs

You’re playing as Admiral Idaho, but more specifically, as a clone of Admiral Idaho, created on a military and cloning facility on the periphery of the Galactic Empire. Each time you die in the game, you and the rest of your crew will be cloned again back at this facility so that you can resume your journey once more.

Having sent information accrued along your journey — blueprints for new battleships, weapons, and squadrons as well as genomes for various heroes — back to this facility at various times, those additions will become available when you die and begin new runs.

What this means is, at the beginning of each run, among other things, you will have a chance to select a different battleship, or different weapons, or heroes to help you along your journey, again, if you’ve unlocked them.

Bosses

We will not spoil this part for you but yes, you’ll have to go through each and every one of these bad boys and gals, like this creepy fellow here, to reach the end. Good luck!

After 700 years of peace and prosperity, the Galactic Empire has suddenly been shattered into pieces.

The OMNIs, god-like machines which do everything for their human masters, have mysteriously shut down. And humankind, having lost the ability to survive on its own long ago, is dangerously close to extinction.

But somewhere in a far corner of the galaxy is Gehenna, a planet of ice and rock and a top-secret military and cloning facility that is both the pinnacle of Imperial Tech and humanity’s last chance.

You are a clone of Admiral Ellys Idaho, a weapon fashioned from flesh, the best Imperial Admiral ever to battle in the stars and you have just been awoken on this harsh planet by its strange and darkly-humorous Guardian, Kaliban, the last-functional OMNI to exist.

Your mission: skillfully command a battleship through the Empire’s now chaotic, violent clusters — where one wrong move could be your last — as you try to reactive the OMNIs and save the future of all humankind.

But you must leave Gehenna now…for time is running out.

Ellys Idaho, admiral of the NS-Odysseus

Savvy, bold, determined. Simply put Ellys Idaho is the greatest Imperial Admiral of all-time. He (you) awakens on Gehenna as a clone of the original, remembering nothing of the original’s past. All he knows is that the Empire is in danger and it’s his duty to do something about it.

Kaliban, the last OMNI

Isolated for years on Gehenna, Kaliban is the last-known functional OMNI (omni mechanical Neo-N intelligence) to exist in the Galactic Empire. This makes him the smartest entity in the galaxy, a fact of which he is well aware. Be prepared, Kaliban is ready to make you feel stupid.

The NS-Odysseus Squad

Along the way, in addition to civilians, you’ll encounter characters from several factions. Some factions came into existence after the OMNIs shut down, others are remnants of old, powerful Imperial houses.

The look of Crying Suns is a mixture of different techniques combined to create a unique atmosphere driven by one guiding idea: immersion.

Character design

Technically, the characters are pure 2D. They are designed in pixel art, then animated with Spine (using bones, paths and meshes) which gives a much smoother and realistic animation quality than traditional pixel-art animation, and a volume effect simulated by mesh deformation of texture.

 Battleships design

Battleships are designed first in 2D (one side view and several layers in top view) and then extruded to create a 3D model on which we apply a pixel art texture.

This technique allowed us to keep a pixelated aspect consistent with the characters and decors while it gave us all the advantages of the 3D (dynamic lightings, real volumes, perspective, etc.).

For smaller spaceships, we directly use the 2D textures without extruding them. We simply add a slight parallax effect to simulate depth.

Environment

The star systems and places of interest (suns, planets, beacon, etc.) are a mix of 3D models, sprites and pixel art textures.

The team worked hard on the music and sound in the game, demanding as much from this aspect as any other. The sounds of Crying Suns were created to express and serve a post-apocalyptic, spatial and dark mood.

Working with Aymeric Schwartz, a talented French sound designer and composer, who has worked on several Rayman games, including Valiant Hearts, Deadcore and Absolver, we defined the main “color” of the sound and music, giving a unique consistency to the game from the beginning to the end.

Our production was also influenced by “retro new wave” music and composers like Com Truise, Kavinsky, Lazer Hawk and Power Glove. You can check out some of the tracks composed for Crying Suns here:

 

Continue reading…

  • Got any news, tips or want to contact us directly? Feel free to email us: esistme@gmail.com. To see more posts like this please subscribe to our newsletter by entering your email. By subscribing you’ll receive the top trending news delivered to your inbox.

__

This article and images were originally posted on [kickstarter]. Credit to Author and kickstarter

 

 

 

 

Advertisements

Leave a Reply

This site uses Akismet to reduce spam. Learn how your comment data is processed.