Posts by CaptainAdmin

Development Log #11 – AI voices

Hello there Captains,

Today we are going to talk about some experimentation we have been doing during the development of captain starshot.

While developing captain starshot we have been experimenting with AI generated voice lines, which have successfully made it to the game!

We have been using advanced deep learning techniques to try and generate high-quality voice acting in our game.
The architecture we have been using is called Tacotron-2 and has been proven to provide high-quality audio based on text!

If you want to check some examples click here!

Over 16 weeks we have been training two AI voices to be able to generate audio files for us which in turn where used as voice lines for the game.
In the end, 140 voice lines that the net generated have made it to the game which would not be possible without this architecture.

If you want to check the code used go to our github page linked here!

Don’t forget to download the game at https://store.steampowered.com/app/1037410/Captain_Starshot/

We hope you are enjoying the game and have a good day, Captain out.

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Development Log #10 – Release is upon us!

Hello there Captains,

Our exciting but difficult adventure full of long hours, countless conversations and brain crushing work has finally brought us to this moment. With great pride we can finally announce that

Captain Starshot has arrived!

As you know, but we like to officially say anyway,
Captain Starshot is humanity’s greatest hero and the aliens worst nightmare. Together with his loyal crew, the Captain is tasked to take on invading aliens and their vicious overlord to save humanity!

You can download the game now on steam for free! https://store.steampowered.com/app/1037410/Captain_Starshot/

We would also like to present to you our latest Early Access Launch Trailer that shows off the game and its finest moments.

Captain Starshot – Early Access Launch Trailer

We sincerely hope you all will enjoy the game! We would like to hear your feedback and opinion about the game as well so make sure to write your review and rate the game on Steam! We have been working very hard but want to keep improving and working with dedication on this game until the end of our school year.

Last but now least, make sure you follow us on social media and drop us a like and share our posts! It would really help us out reaching as many players as we can.

Follow us on social media!

Join us on our Discord server

Double Door Games signing off

Development Log #9 – Homestretch

Welcome back, Captain.
The team has been hard at work on the finishing touches for most of the games features. Here is a little bit of what you can expect to play very soon.

Upgrades! Augment your captain and crew with various items of human and alien origin.

Upgrades are split into two categories: Modifiers that alter your weapon statistics and Abilities that perform an action once you have satisfied their requirements. The latter proved a difficult design challenge for us to overcome.
Encouraging players to min-max their gameplay to optimizing the activation of their abilities is not an easy task. Several things played into this: tieing requirements to sensible actions, the affordance of the item visually in terms of the icon and vfx and written in the form of the description.
In the last two weeks we have focused on theming and affordance.

On-foot Combat! We have been tweaking the enemies and adding to the game feel in as many subtle ways as we could.

We’ve revised the color coding on projectiles for you to better be able to focus better on enemy projectiles, altered the camera to be able to see more in the direction in which you are aiming, reworked the camera kick to feel better while moving and introduced a slow down upon completing rooms to signal to the player that the combat is over.
All of these, in addition to behaviour and balance changes for most enemies to make them more unique and fairer are the changes you can look forward to.
Development wasn’t without its issues. Managing difficulty and difficulty scaling is an ongoing issue that we are currently looking to solve by perhaps creating enemy variety by combining existing elements, introducing new ways to spawn enemies, and adjusting enemy health.

Comms! What use is roaming the galaxy with no one to talk to. Pick up communications from both friend and foe.

Our comms system is working dual purpose, both to provide useful hints and guidance to the player and to give the world flavour.
We’ve gone through several iterations of this system to finally get to something you can look forward to every time you play.

This and more will be coming to early access, which is just around the corner!

Stay tuned,
Double D.

Development Log #8 – Space Improvement

Greetings Captains,
This past week we have been focusing on making improvements in the Space section of our game.

Here is a sample of our soundtracks for space for you to enjoy while you read this post!

Based on feedback, we reworked the player ship movement and control scheme to make it feel spicier.
The enemy ships now feature more types of turrets: mortars, lasers and shield generators.
On top of that, we made this ships more boss-like, by introducing different stages where new turrets replace previously destroyed ones.

We’ve also been working on improving the mood for space by creating new backgrounds.

Finally, we will be soon releasing the early access of the game on steam.

Stay tuned,
Double D.

Development Log #7 – Captain Starshot back to work.

Welcome back captain.

Having returned from a 3 week holiday the team is ready to get back to work. The focus right now is to get the game ready for early access. This means tying up loose ends and making sure there are no massive bugs present anymore. Players falling through the ground and such…
I will be getting into the specifics a bit later. First to entertain your eyes here is some eye candy:

Improvements made on the visuals when fighting big space ships.

For the next couple of weeks we will be focusing on the following:

  1. Smoothing out the boarding and un-boarding
    1. Un-boarding from anywhere on the ship.
    2. Teleporting visual effects for the player.
    3. Button press boarding. No more holding. Players are able to board after destroying all turrets.
  2. Expand on the level generation quality
    1. New rules for generation.
    2. New room layouts.
  3. Objectives for on foot
  4. Replacing on foot visual placeholders rectifying visual bugs:
    1. Rolling enemy model.
    2. Apply death effect to rolling enemy.
  5. Rectifying visual bugs
  6. Revamping space movement
    1. WS accelerates the ship and AD turns the ship.
    2. You can’t decelerate under the minimum speed of the ship.
    3. Collisions are handled properly.
  7. Visual improvements for the boss
  8. Options menu
  9. Improved player feedback for abilities
    1. Adding in visual effects for abilities.
    2. Changing the visuals of the bullets based on modifiers picked up.
  10. Options menu
  11. Ability and upgrade rarity system

You will be seeing these updates in steam as well as the blog posts so stay tuned 🙂

Signing off,

Development Log #6 – Work, aliens and more work.

Hey Captains!

We have been hard at work for the past month. Discussing, creating and iterating to alien perfection.
(Also, check out this amazing icon —->)

Because of our long lasting silence this will be a double update! So without wasting any time with talking about it, let me show you: 

In this update we focused on enhancing the combat and progression. Players can now pursue objectives which will reward them with new abilities and upgrades for their crew! Eventually players are able to challenge a ruler of the aliens and perhaps defeat the threat. Once and for all?

Now what happened after this? Turns out a lot! Iterations on both space and on foot have been made. See for yourself:

A lot of improvements have been made to the visuals, new environmental models, effects and lighting are just a few of the new additions.
Furthermore we have iterated on the on foot by adding in new abilities, enemies and player feedback.
On space players can now fight big ships before boarding them as well as more player feedback.

So what’s next you ask? Well, we’re focusing on adding more long term engagement to the game. This means, but is definitely not limited to, new abilities, new encounters, balancing and better player feedback.

We look forward to releasing a build for everyone to enjoy, for now join us on discord if you have any questions. link

Signing off,

Development Log #5 – The Return!

Hello Captains,

For the past 2 weeks the team has enjoyed a well deserved vacation, but now we are back and ready to work.

Before we left for vacation however we showcased the game at Breda University of Applied Sciences where we got amazing feedback and we’d like to thank everyone who came by to support us!

This week has mostly been setting up the planning for the next few months and laying out a list of tasks for our team.

We look forward to releasing a build for everyone to enjoy, for now join us on discord if you have any questions. link

That is all for now, but we will have a lot more to show in the coming weeks so stay tuned!

Have a good flight,
Dave Ruptash
Lead Programmer

Development Log #4 ~Art/Audio Update!

Welcome back Captain,
This week we have been busy on implementing a lot of art and perfecting the image of our game. We hope you enjoy the following and look forward to hearing feedback.

Our first player ship. This will be the ship you use to pilot around the galaxy we have created. The colors are still a debate but for now we are content with it.

This is the space background for our current space sector. It is part of a parallax background which means different layers will move at different speeds based on the player. We hope that this will give the feeling of wanting to explore the game not only horizontal, but vertical! (Although this is not possible)

Our first finished piece of environment concept art, this was used as the baseline for the room we would have to finish for our vertical slice.

Credits: Kim de Graaf

Our first 3D environment! There will be a few more days of iterations before we deliver it, but it won’t drastically change. They style is clear and the motivation is ever higher!

An animation video of our current animations and character. These will be updated and refined but for now these work well.

We are working with Wellcooked Audio to set the tone and feel of the game through music and sound effects. We started off with a list of reference tracks ranging from sci-fi classics, surfer rock to orchestral epic scores. Give it a listen at Out of Space Radio playlist on spotify: LINK

After a lot of back and forth, Wellcooked created the following combat track meant to play while engaging in on-foot combat.: 1.01 track We were getting closer to the combining all the elements that we wanted. For our next iteration we focused on modifications to the synth to make it more appropriate to the time period, as well as removing any aspects that would take you out of the setting like the more complex drum patterns. This is where we are now:

Dungeon track v1.01
DungeonFilter v1.02

We have made a community discord as well as a youtube, twitter and other social media accounts. You can find the full list on our about page.

Have a good flight,
DoubleDoorGames team