This weekend has been a rather busy mixture of things to the
point where I didn’t really know what I wanted to write about. I’ve been helping out for the upcoming
general elections, producing a documentary with my history society and watching
the Dota 2 MLG Lan finals all while fitting in time to play some games. With the start of season 5 (or series 5 the
words have become interchangeable these days) of Game of Thrones I thought I
would be all for putting stuff down to watch it, but I haven’t even found time
to do so. Because of this, you may
imagine something like this hasn’t seen much of the light of day over the past
couple days.
So, as I sat back in my chair watching EG vs. NiP battle it
out a random thought dropped into my head regarding my recent return to
Starbound, a game that I enjoy that features those building elements purposely
built for discussions on architecture.
That being said, I wanted to try and find a way to show what makes it
great for me against its predecessors.
Starbound is a 2-dimension procedurally generated sandbox
game that features a strong focus on materials and crafting to produce a vast
quantity of weapons, armour and building components amongst other things. It has a great deal in common with Terraria
(also being 2D) but where Starbound differs is through such factors as
interacting with multiple worlds, object redistribution and character
augmentation that look to present a more RPG-esc mechanic against Terraria and
other sandbox crafting games like the highly popular Minecraft. Having an interest in construction and
design, you would imagine I would prefer Minecraft a great deal over Starbound
due to the 3 dimensions and tools to create vast builds, but it’s just never
got to that point for me. My time in
Minecraft was enjoyable and I liked discussing the concepts of using technology
to create alternative means of architecture (see my post on player housing) but as a game I didn’t feel engaged. So again, what makes Starbound great for me?
Player Ship designed to look like a train. Screenshot Taken 13/4/2015 |
From a gameplay point of view, it’s very clear that
Starbound (in correlation to base game models) offers a nice mix of character
progression and combat beyond the ‘wave stick at skeleton’ that Minecraft
survival mode offers. From an
architectural point of view however, I feel that it creates a ‘less is more’
vibe that allows the player to add detail in a different way thanks to the 2D
presentation. You can show interiors and
exteriors working together against the backdrop of a verdant valley or night’s
sky which can dwarf its surroundings or slip into the environment. These are all factors of architecture and why
in design in particular fashions; as we strive to keep one village as incognito
as it first settle some 500 years ago vs. a contrasting villa of modernism
shooting out against a forest unchanged for centuries.
An earlier play-through of mine featuring a more slap-dash approach to the spaceship. Screenshot taken 12/10/2014 |
With all this taken into consideration, I looked at my homebase
in Starbound couple days ago and it very much sits in the ‘basic / utilitarian’
side of design as its rectangle wooden frame features my crafting stations,
storage and bed to present some resemblance of a home. Since then, I added another floor and some
minor artistic flourishes in the shape of a painting, chandelier and suit of
armour found on a remote planet, but it’s still rather basic and not being too
interesting. I took a moment to think
about what I was doing and came up with an idea that seem only obvious after
conceptualising it, Sections.
The simple dwelling soon to be improved on. Screenshot Taken 13/4/2014 |
When design a building, there are a number of drawings you’ll
look to do to conceptualise the design for the client. Plans, perspectives, elevations and axonometric
are all used alongside the section which takes a vertical cut through the
building to show a number of different things.
A section shows wall structure, windows, stairwells, voids and rooms all
alike focusing on particular details like how the exterior wall interacts with
a roof. When I studied architecture,
these drawings took a decent amount of time for me but I thoroughly enjoyed
drawing timber frame buildings with the joists at a regular pattern or masonry
walls with cavity wall insulation and render with the ever so often façade of
timber slats or similar aesthetical choice (I can’t remember if those materials
go well together but for the purpose of this you kinda get what I mean). Taking all this into consideration, I built
up my walls and started to add all these little features which is slowly taking
my simple lived-in house into something special which I’m slowly working on
when I have time available. Much like groups
of people who come together in Minecraft to recreate a city, this has got me
thinking about rebuilding pieces in Starbound such as ‘A Walking City’ from
Archigram but of course on a much smaller scale.
So to summarise, building in 2D has been an interesting
experience that is allowing me to rekindle some of that love for drawing
sections in architecture I felt previously.
Thinking about it, this probably goes back into my interest of wanting
to know how things work and all that engineering stuff. These couple weeks have been fascinating for
me looking back at where this has all come from. Hopefully next week I’ll be able to show some
screenshots of progress in design and talk a bit more about it.
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