Star Trek Online Development Updates

Star Trek OnlineIn the wake of Star Trek’s 40th anniversary celebrations, Star Trek Online Executive Producer Daron Stinnett dropped by the startrek-online.net forums to give fans a heads-up on the progress of STO. And the big news is that they’ve moved from pre-production and are slowly beginning to turn paper plans and blue-sky ideas into gaming reality.

The STO team moved almost right next door to the team doing Perpetual’s other offering, Gods & Heroes, and they’re looking forwards “to being just a flight of stairs away from the wealth of MMO expertise contained that is the G&H team.” With access to Perpetual’s server, they’ve begun initial tests such as logging in, and creating and manipulating characters in a game environment.

Daron claims that the space combat engine for STO is in a “surprisingly polished form… this early in development.” Over the next few weeks the team will work on basic skills, effects, damage modeling, AI, and more weapons and other innovations to flesh out the engine. Once this is accomplished, the team will move on to creating the first “game sector” – the playing field itself – and work on one of those issues that Star Trek fans will immediately recognize and nitpick: travel time and ship speeds in both exploring the game environment and combat against player and NPC opponents.

Yes, player opponents. Daron says PvP is a “wonderful” way to resolve disagreements within the dev team. The prospect of  commanding a Starfleet starship (or even just crewing it) has never been more fun.

Via Star Trek Online

Star Trek OnlineIn the wake of Star Trek’s 40th anniversary celebrations, Star Trek Online Executive Producer Daron Stinnett dropped by the startrek-online.net forums to give fans a heads-up on the progress of STO. And the big news is that they’ve moved from pre-production and are slowly beginning to turn paper plans and blue-sky ideas into gaming reality.

The STO team moved almost right next door to the team doing Perpetual’s other offering, Gods & Heroes, and they’re looking forwards “to being just a flight of stairs away from the wealth of MMO expertise contained that is the G&H team.” With access to Perpetual’s server, they’ve begun initial tests such as logging in, and creating and manipulating characters in a game environment.

Daron claims that the space combat engine for STO is in a “surprisingly polished form… this early in development.” Over the next few weeks the team will work on basic skills, effects, damage modeling, AI, and more weapons and other innovations to flesh out the engine. Once this is accomplished, the team will move on to creating the first “game sector” – the playing field itself – and work on one of those issues that Star Trek fans will immediately recognize and nitpick: travel time and ship speeds in both exploring the game environment and combat against player and NPC opponents.

Yes, player opponents. Daron says PvP is a “wonderful” way to resolve disagreements within the dev team. The prospect of  commanding a Starfleet starship (or even just crewing it) has never been more fun.

Via Star Trek Online

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