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Sector Unknown - A Story-Rich, Isometric RPG Set in A Shadowy Expanse of Space

Litmanen

Educated
Joined
Feb 27, 2024
Messages
562
Never liked (because I'm inept, honestly) crafting, but I like everything this game is proposing.
Unless game is built around crafting mechanics (Cataclysm: DDA or NEO scavenger, for example), it's usually a bit meh system.
About the systems I've encountered, I cannot say a lot. Be is complex or simple, it has always been a chore for me to bring/find/save all the items I needed for crafting. It takes to much mental effort to think about it, FOR Me, and in same games it is really important.
 

Aemar

Arcane
Joined
Aug 18, 2018
Messages
6,323
Never liked (because I'm inept, honestly) crafting, but I like everything this game is proposing.

It's going directly in the top 3 of my waiting list
Buy Stellar Tactics instead. It's everything this title claims to deliver X10. Also it's a not a cash grab; it's been in development for years now.
 

Litmanen

Educated
Joined
Feb 27, 2024
Messages
562
Never liked (because I'm inept, honestly) crafting, but I like everything this game is proposing.

It's going directly in the top 3 of my waiting list
Buy Stellar Tactics instead. It's everything this title claims to deliver X10. Also it's a not a cash grab; it's been in development for years now.
To play Sector Unknown doesn't mean I could not play Stellar Tactics.

But the latter is a sandbox and, for me, "sandbox" and "funny, serious cRPG experience" never add up very well. I fear Stellar Tactis could be just a game where you can visit a lot of different places, where to have to fight a lot of different mobs/enemies/monsters but not really deep in any other aspect. Sector Unknown, on the contrary, seems more like what I'm looking for.

Lastly, If the guy here wants to make money with his job, I'm not against.
 

CreativeStorm

Creative Storm
Developer
Joined
Jun 27, 2020
Messages
42
Crafting is optional. Just a bit of gameplay to give players an advantage if they choose to pursue, but not mandatory by any stretch of the imagination.
 

just

Liturgist
Joined
Feb 6, 2019
Messages
1,350
do the right thing
select all scenes and scripts containing crafting, press shift+del and then enter
 

cyborgboy95

News Cyborg
Joined
Aug 24, 2019
Messages
3,079
Devlog: Bounties & Hunting Contracts
A smaller devlog this week.

In Null Sector, a region unmarked on star charts and devoid of formal settlements, inhabitants are continually threatened by both bipedal adversaries and wild beasts. To counteract these dangers, locals sometimes gather their resources to handle a threat beyond their capacity.

be2948659a995445e547df4f820d5cc29b51506d.png


For the enterprising of players, this presents an opportunity for earning additional income. By constructing bounty and hunting terminals within your base, you can access current contracts available online. The bounty terminal lists individuals posing various levels of danger, ranging from minor narcotics traffickers to notorious serial killers.

19f14bf820f4ed357a5876859b0dd87025f2f41d.png


Meanwhile, the hunting terminal offers information on local fauna that can be hunted for a reward. Targets vary from innocuous creatures causing minor nuisances chewing on power cables to dangerous man-eating predators posing serious threats to the sector's residents.

2dc3ea033a2c973e77c75eb5dab2142df013891c.png


Tracking contracts in Null Sector will take some investigation, consisting of a blend of environmental scrutiny and conversations with local inhabitants. Identifying your target is the first step; the real challenge lies in neutralizing them, with the task's difficulty directly tied to their threat level.

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The game's research system allows for the unlocking of various threat levels, adding depth to your strategy. While pursuing bounties is optional, successfully completing these missions offers substantial credit rewards, enhancing your resources for other endeavors in the game.

Disclaimer: The portraits and descriptions are still a work in progress.

Sector Unknown

Sector Unknown is the full version of the game and can be seen in the link below.
Don't forget to wishlist and follow for release dates and information!
 

Taka-Haradin puolipeikko

Filthy Kalinite
Patron
Joined
Apr 24, 2015
Messages
20,724
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
https://store.steampowered.com/news/app/2734270/view/4188985962638099202
Devlog: Space Travel
Sector Unknown is host to a variety of different planets that can be travelled to.
Sector Unknown is host to a variety of different planets. Finding yourself stranded on the barren planet of Maku, through playing the story, you will eventually gain ownership of a ship. From there, the stars open up to you with six story planets available to explore and bring under your control, either through diplomacy or force.


eb095c9435b2103057e59136f793ed2cb0e851bd.png


From your base, you choose your ship and pilot—combat success hinges on their piloting skills.


16fca1b987c8080324bff03a50d1507c4ee953b4.png



3ff95c72665b5a088af0020b75ba723a9c32f155.png


Launch into space to investigate your local system, which includes planets ripe for mining. Initially, Maku is the sole story planet, serving as your home base. However, advancing the story unlocks a jump gate to a new system featuring planets like Nabi, a harsh desert world, and Sjo, a shimmering aquatic planet, each with their own settlements.


03e97db8a021a84e47111cd75d5cf91ab3f20077.png


Each system has their own jump gates, guarded by the oppressive Star Frontier, and must be conquered and claimed for use. The star combat system is still being worked on, so I don't have a lot to show there yet, but you will occasionally be able to interdict both Star Frontier and pilot vessels through combat, pacifying your systems and controlling traffic in and out of each.


688e19f8cb0c1cb340743106d50f6ca56015231c.png


Sector Unknown, once removed from star charts by the resource-greedy Star Frontier, is a critical battleground. These planets and stations, once under your control, are crucial in your mission to expel Star Frontier from the sector.

More to come!
 

rojay

Augur
Joined
Oct 23, 2015
Messages
495
https://store.steampowered.com/news/app/2734270/view/4188985962638099202
Devlog: Space Travel
Sector Unknown is host to a variety of different planets that can be travelled to.
Sector Unknown is host to a variety of different planets. Finding yourself stranded on the barren planet of Maku, through playing the story, you will eventually gain ownership of a ship. From there, the stars open up to you with six story planets available to explore and bring under your control, either through diplomacy or force.


eb095c9435b2103057e59136f793ed2cb0e851bd.png


From your base, you choose your ship and pilot—combat success hinges on their piloting skills.


16fca1b987c8080324bff03a50d1507c4ee953b4.png



3ff95c72665b5a088af0020b75ba723a9c32f155.png


Launch into space to investigate your local system, which includes planets ripe for mining. Initially, Maku is the sole story planet, serving as your home base. However, advancing the story unlocks a jump gate to a new system featuring planets like Nabi, a harsh desert world, and Sjo, a shimmering aquatic planet, each with their own settlements.


03e97db8a021a84e47111cd75d5cf91ab3f20077.png


Each system has their own jump gates, guarded by the oppressive Star Frontier, and must be conquered and claimed for use. The star combat system is still being worked on, so I don't have a lot to show there yet, but you will occasionally be able to interdict both Star Frontier and pilot vessels through combat, pacifying your systems and controlling traffic in and out of each.


688e19f8cb0c1cb340743106d50f6ca56015231c.png


Sector Unknown, once removed from star charts by the resource-greedy Star Frontier, is a critical battleground. These planets and stations, once under your control, are crucial in your mission to expel Star Frontier from the sector.

More to come!
Instead of "Sector Unknown is host to a variety of different planets that can be travelled to.
Sector Unknown is host to a variety of different planets. Finding yourself stranded on the barren planet of Maku, through playing the story, you will eventually gain ownership of a ship. From there, the stars open up to you with six story planets available to explore and bring under your control, either through diplomacy or force."

How about: "In Sector Unknown you find yourself stranded on the desert planet Maku. From there, once you find a ship of your own, the stars open up to you with six story planets available to explore and bring under your control, either through diplomacy or by force."

Don't mean to be a dick, but as the scorpion told the frog as they sank beneath the water, it is my nature.
 

CreativeStorm

Creative Storm
Developer
Joined
Jun 27, 2020
Messages
42
Fair enough, I think yours reads better. Think I'll make that change.
Truth be told, I can't stand writing these devlogs when I could be coding instead.
 

The Wall

Dumbfuck!
Dumbfuck Zionist Agent
Joined
Jul 19, 2017
Messages
3,724
Location
SERPGIA
Fair enough, I think yours reads better. Think I'll make that change.
Truth be told, I can't stand writing these devlogs when I could be coding instead.
In what programming language do you code, do you use AI coding copilot and how much AI tools help you in generation of game assets (concept art, voice overs, 3D models, animation, AI for in-game factions etc)? You already have my respect

I'm learning C++, already reasonably fluent in JavaScript, PHP and Python
 

rojay

Augur
Joined
Oct 23, 2015
Messages
495
Fair enough, I think yours reads better. Think I'll make that change.
Truth be told, I can't stand writing these devlogs when I could be coding instead.
Glad to help. I used to write about food and restaurants as a side-hustle and I always benefitted from an editor.
 

CreativeStorm

Creative Storm
Developer
Joined
Jun 27, 2020
Messages
42
Fair enough, I think yours reads better. Think I'll make that change.
Truth be told, I can't stand writing these devlogs when I could be coding instead.
In what programming language do you code, do you use AI coding copilot and how much AI tools help you in generation of game assets (concept art, voice overs, 3D models, animation, AI for in-game factions etc)? You already have my respect

I'm learning C++, already reasonably fluent in JavaScript, PHP and Python

Thanks. I code in C# now and most of my games are in Unity, but my first game was in C++ using an engine I cobbled together from a book. What a mistake. I coded Age of Gladiators while learning C++, first version was a text only game that ran in the compiler (press B to buy a gladiator, M to enter a match, etc.) and then it sort of expanded from there.

I don't really use AI at this point except for the odd things like to check some of my grammar with the in-game writing/dialogue or for the odd piece of stand-in artwork until I can get it replaced.
 

cyborgboy95

News Cyborg
Joined
Aug 24, 2019
Messages
3,079
Devlog: Support Personnel
In your adventures across various planets, you'll have the opportunity to recruit a diverse range of characters into your organization. While not all of these characters are suited for combat, they will each bring unique skills and contributions that are vital toward your success.

Non-Combat Support Personnel

Among the characters you might encounter are individuals like Chef Gustav, a culinary genius whose exceptional cooking skills can boost morale and sustain your operation during challenging times. Then there's N-689, a financial AI programmed to optimize your organization's credit acquisitions, ensuring you have the funds necessary for operations and expansions.

4ba2a21faebbbbcd95883154bb6475e2e1f0ec3d.png


Cleveland, the skilled metallurgist, is invaluable for constructing and maintaining anything metal-related within your base. His expertise can significantly enhance your infrastructure and defensive capabilities. Othello, the passionate mineralogist, has an eye for gemstones and can help in identifying and utilizing natural resources to fund and further your cause.

These characters, among many others you might encounter, can be recruited into your organization to provide essential services. Each one brings unique bonuses, abilities, and unlocks, aiding in your broader strategy against the formidable Star Frontier.

447ee28913510184dc517bbd81f24c1071e055b9.png


Integration

Once recruited, these individuals will return to your base to support your mission, each contributing to your total War Score (details to be discussed in a subsequent post). Their varied skills and specialties not only bolster your operational capabilities but also enhance your strategic position in the ongoing conflict.

Given the broad array of characters available, it's possible that not all can be recruited in a single playthrough. This variability ensures a dynamic approach to team building, where every character you manage to recruit, regardless of their combat abilities, plays a vital role in the overarching success of your rebellion, thereby enriching the strategy and depth of your campaign.
 

Nikanuur

Arbiter
Patron
Joined
Mar 1, 2021
Messages
1,766
Location
Ngranek
So, from I gathered, this is no Encase all over again? The developer is, for a change, biting mostly only what they can chew and not more?
 

Modron

Arcane
Joined
May 5, 2012
Messages
11,158
So, from I gathered, this is no Encase all over again? The developer is, for a change, biting mostly only what they can chew and not more?
What gave you the impression this won't pull a Larian?
 

Taka-Haradin puolipeikko

Filthy Kalinite
Patron
Joined
Apr 24, 2015
Messages
20,724
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
https://store.steampowered.com/news/app/2734270/view/4195745800828545769
Devlog: Companions
"Welcome to the party, pal!"
In my last devlog, I discussed non-combat support personnel that you could recruit for your cause. This devlog will focus on combat companions/party members. These are allies you can recruit to join you on missions if you choose, or you can opt to go it alone. There might be some people that want to murder hobo everyone in the game, including potential companions. Yes, there's even room for serial killers in Sector Unknown.


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Companions in your party contribute their skills to relevant checks. For instance, if your Computers skill is 20 and you have a companion with a Computers skill of 30, their higher skill will be used instead. This allows for more in-depth party customization and planning. I am currently experimenting with the system to ensure it functions well, and so far, it seems promising.


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Party members also bring their own dialogue and stories, some more detailed than others. Additionally, not all party members are guaranteed to be recruitable. Some may be hidden well and may not be recruitable unless you choose the right dialogue options or meet a particular skill level (more on skills in a future update). Companions can come from the most unlikely places. For example, you might encounter a hostile Star Frontier guard whom you'd typically consider a threat, but there could be an opportunity to recruit them later in the story.


8c9310161e2cba896a80569c982acb9d54535139.png


I'm also considering whether to implement a reputation system for each companion, similar to the dynamics in the old Baldur's Gate games, where companions could leave if you pissed them off. It wouldn't be difficult to implement and might add an interesting layer to the game. I'm open to any thoughts on this.


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More updates to come!
 

Taka-Haradin puolipeikko

Filthy Kalinite
Patron
Joined
Apr 24, 2015
Messages
20,724
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
https://steamcommunity.com/games/2734270/announcements/detail/4282447070494670109
Devlog: Skills, Attributes, and Combat Stats
Skills, Attributes, and Combat Stats for Sector Unknown.
In Sector Unknown, your character and companions will have their own skills and attributes.

Attributes are commonly used to determine your combat skills, but can occasionally be used to outside of combat as well. Combat stats are derived from your attributes and determine your success in combat. And finally skills are used primarily outside of combat in dialogue, through world interactions, and more. The only skills that can be used in combat is Piloting, which determines your skill in space encounters, and Luck which provide re-rolls on failed critical hits and evasions.


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Attributes
Below are your attributes.

Strength
- Health and Melee Damage
Coordination
- Hit Chance and Armor Penetration
Vision
- Initiative and Ranged Damage
Speed
- Action Points and Evasion
Aggression
- Critical Chance and Critical Damage
Intelligence
- XP Gain, Attribute and Skill Points per level

With each new level, your Intelligence attribute determines how many attribute points you will be awarded that can be assigned to attributes.

This is as follows:

Intelligence 1, 2 = 1 Point
Intelligence 3, 4 = 2 Points
Intelligence 5, 6 = 3 Points
Intelligence 7, 8 = 4 Points
Intelligence 9, 10 = 5 Points

As well, attributes have an increased cost of adding, meaning if an attribute like Strength for example is 1, it will only cost one point.

Here is the scale for that:

Attribute 2 = next increase costs 1 point
Attribute 4 = next increase costs 2 points
Attribute 6 = next increase costs 3 points
Attribute 8 = next increase costs 4 points
Attribute 9 = next increase costs 5 points

As well, a character's origin and traits also offer bonuses to one of the above attributes (more on that in another post).


8a1c4252e845227c71c0c190bfc283bae7d5e862.png


Combat Stats
As mentioned, combat stats are derived from your attributes.

Health
- Strength
Initiative
- Vision
Action Points
- Speed
Evasion
- Speed
Hit Chance
- Coordination
Critical Chance
- Aggression
Critical Damage
- Aggression
Armor Penetration
- Coordination
Melee Damage (Base)
- Strength
Ranged Damage (Base)
- Vision

As attribute points are increased, the connected combat stat also increases. As well, a character's origin and starting trait also offers bonuses in each of the above combat stats.


31962ee4d3696530870be23b554b869b894d9f19.png


Skills
And finally we have skills. As mentioned, these are used primarily outside of combat. These are as follows:

Intimidation
- Ability to intimidate people into doing what you want.
Persuasion
- Ability to persuade people into doing what you want.
Perception
- Ability to notice hints in dialogue or hidden objects in the world.
Larceny
- Ability to engage in larcenous and illegal acts.
Luck
- Ability to affect combat and non-combat situations in your favor.
Engineering
- Knowledge of engineering and mechanics.
Science
- Knowledge of scientific and abstract concepts.
Computers
- Knowledge of computers and hacking techniques.
Biology
- knowledge of biology and medicine.
Finances
- Knowledge of finances.
Piloting
- knowledge of spacecraft maneuvering and combat.

In Sector Unknown, I have taken a note from some of my favorite RPGs, offering many instances where you or your companions skills can affect situations, avoid combat, and provide more interesting story beats and replayability.

Skill points per level are also determined by your Intelligence (as well as your origin and trait).

The simple formula for Intelligence is for each point of that attribute, you gain a corresponding extra point to assign to your skills.


aec7bed412fcd5288026df11811004fdd4c437de.png


Closing

That's it for now. Hope this paints a better picture of the skills, combat stats, and attributes in Sector Unknown. These may be tweaked and adjusted closer to EA launch and perhaps even after, but this is the current system in place.

More updates to come!
 

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