More Information on Space Fortress
Posted by Parthon on 30th January 2008
Like I promised, here is some more information on Space Fortress.
The game is going to be generally futuristic of course, as it involves space colonisation. The main focus of the game is going to be landing a ship in a remote area then building up a colony from there. Some locations will be planets which will have water, natural vegetation and even wild animals, and asteroids which will have no air, lots of minerals, and a reduced area of building. I don’t want either of these locations to be easier or harder than the other, just different in terms of tasks and gameplay. I think it will be down to balancing the various elements each area will start with.
How you you start with will be determined by Galactic Credits, the currency of the game. The ship can take 1 crew member for free, but extras will cost increasing amounts of GC in order to upgrade the ship to take more crew members. Equipment for the colonists will depends on how much space it takes up and how hard it is to obtain. Small tools will be cheap, a mining laser will be a little costly, and droids will be very expensive due to their size. The starting ship will come with single cube quarters for crew, a little storage space, and basic needs for the fledgling colony.
The part that interests me is the world. It’s going to be a cube based 3d world that can be deformed, dug out and built into as you progress. In fact to use the minerals you find, you will need to dig into the ground. Plants will grow and spread, water floods, and the vaccuum of space will suck the air out of any open passageways. Players will need to build walls and domes to protect the colonists from toxic gases, natural hazards and invading aliens.
The list of features in the game now covers 4 full pages. Even if I only manage to put in half of them, it will be a very indepth game. I plan to try and keep the user interface simple with context sensitive menus which make sense. The more complex colony management items will be in menus that popup at the bottom of the screen. Simplicity, efficiency and elegance are the goals of the UI.
The AI is going to be the hard part. Aside from assigning jobs and prioritising them, the colonists will go about their business unguided. They will do as they best see fit, sleeping, eating, relaxing and working based on needs and their list of jobs. Like in Dwarf Fortress, I want it to be fascinating to see them all go about their activities, a little bit challenging to get them to do what you want, and a little bit frustrating as they don’t do exactly what you tell them to do. When you can’t control the colonists, it should take the focus from micromanagement and onto macromanagement, where the design and efficiency of the colony is most important.
That’s all for now about where the game is going. I’m working on it all this weekend and I hope to have something to show for it on Monday. Until then, play well and have fun.
Posted in Space Fortress, Projects | No Comments »