Project Porcupine: Design Document | Project Porcupine | Forum

 
You must be logged in to post Login Register


Register? | Lost Your Password?

Search Forums:


 






Minimum search word length is 3 characters – Maximum search word length is 84 characters
Wildcard Usage:
*  matches any number of characters    %  matches exactly one character

Project Porcupine: Design Document
Read original blog post

No Tags
UserPost

4:08 pm
February 2, 2012


quill18

Ontario, Canada

Admin

posts 449

Post edited 7:55 pm – February 2, 2012 by quill18


EDIT:  This thread has been stickied and the original post will be updated as needed.  If technical reasons demand (e.g. if I need to split it into multiple posts), I may repost this as a new sticky in the future.

 

Heya folks, this is my attempt to combine all the various ideas into one cohesive form and present the first draft of the complete game outline.  We got a ton of excellent ideas and I've tried to consider things that had a lot of consensus or just seemed like a solid idea to me.

This is a first draft and will get tweaked in response to continued feedback, but it does represent an attempt at convergence and ideas that fall completely outside of this outline may no longer be considered.

Click "More" to read on.

 

The Game World

Static Core

The "Core" of our universe will be consistent (more on this in the "Races" section, below). Having a pre-generated core provides the following benefits:

  • A consistent start for all players.
  • We can guarantee that certain basic services are always present, such as shipyards, stock exchanges, and mission hubs, and it will be easy for new-player guides to describe exactly how to get to and use those services.
  • It also means that we can setup in-game tutorials and noob areas.  Exploring one of Jupiter's moons might make a good training mission, and for something like that we probably don't want random-generation. Even experienced players who start a new game might still want to take advantage of the risk-free mining on the moon to get started.
  • It means that the first thing that players see will be hand-crafted and should ensure that things look good and be interesting. And while it's fun to invent a custom setting, there is something very special about giving players the chance to explore our solar system and to see Earth from space.
  • Having a static core means having the ability to tell a shared story, to a certain extent.  You can reference things that all players have in common.
  • For our pseudo/asynchronous multiplayer ideas, a static core that exists for all players makes sense.  The stock exchange, "high scores", whatever, all make more sense if they are in the same physical place.

Generated Universe

However, the replay value of the game will probably come from having an "infinite" (i.e. randomly generated) universe to explore.  Therefore, when you leave the static core, you will be traveling to randomly-generated systems. However, we can randomly generate these systems from a pre-determined seed, which is used to identify the system.

Here's an example of what I mean:  You have been assigned exploration/mining rights to sector Gamma Epsilon 384.  This number can be used as the seed for the random number generator, so that sector "Gamma Epsilon 384" would always be the same.  That way, we don't need to save all the details for every space system the player ever visits.  We just need to save the seed (and anything the player did to the system that was supposed to be permanent).

It also means that we have the option of letting players trade these sector seeds. You still get an infinite universe, but this opens up another possibility for a shared universe. The sector you get "assigned" is totally random, and you only get to claim more areas if you complete missions or whatever.  But maybe you really, really need some Dilithium Crystals, and it so happens that another player has discovered that Sector XYZ has a planet rich in Dilithium Crystals.  Maybe you can pay to directly unlock the rights to Sector XYZ?

What this enables is a very compelling Exploration game play, for people who want that.  You go to a system and just spend your time doing surveys of planets and moons and asteroids.  When you design your ship, you didn't include the capacity to haul a million tons of ore, instead you spent your money on better scanners.  Your "map" of the system can then be turned in for cash.  In the multiplayer shared universe, this might mean that the system will now appear in a database that other players can look up and unlock in their own game.  (Even if we don't have an in-game ability to trade information on sectors at first, people could still trade IDs on internet forums or something.)

Note that the "ground" areas you visit in a system should still be totally randomized each time.  You can't tell people to go to the 3rd room on the 4th level and open a chest to find an epic item.  All you can say is: The 2nd planet in the solar system is rich in Dilithium, so if you explore the caves there you should be able to find some, though the structure of the cave, the enemies you find, and where the loot is placed will be completely random.

Persistent Universe

Your player may die, but the universe and everything you did to it remains.  If we have a shared multiplayer universe, then this is pretty much implied, but even in a purely single-player experience this should still be explicit.

You are a representative of a large organization.  This may be a small government or it may be a private corporation.  While you can upgrade your personal skills and your personal ship, you are also "leveling up" your home organization.  If you die and/or lose your ship, it's not game over.  It sucks, but whatever progress you may for your home organization still remains.  Any technology you unlocked is still unlocked, and you still have exploration/mining rights to any systems you had before.

Space

We are not making an action-shooter space-sim type of game.  While not a roguelike, one our key gameplay mechanics will still be strategic, tactical gameplay as opposed to twitch/reflex gameplay.  The final representation of space travel has not yet been determined, but first-person and chase-cam modes are almost certainly not appropriate.  The player may not pilot the ship directly at all, but rather just set a course from a "map" view.  Alternatively, the ship flight mode may simply play out much like ground mode, with a top-down or isometric representation for navigation, with 1-tile-large tokens representing various objects and planets.  You aren't dogfighting or weaving around each other manually.  The ship tokens are abstractions of their position in space, and you may even just "bump" into them to fire your lasers, similar to using a melee attack in ground mode.  Nuclear Missiles (or whatever) would be like "spells" or ranged attacks.

You may be able to walk around the interior of your ship, possibly to be able to repair it if it gets damaged during travel or battles, or to perform crafting, or to defend against boarding actions (and likewise you may be able to board other ships yourself).

Dungeons

These are not literal dungeons, but rather the "ground mode" or "roguelike mode" of the gameplay, which could include caverns, alien buildings, space stations, enemy ships, your own ship, etc…

The gameplay will be, in some way, like a roguelike, but without a grid/tile to contrain your movement and without discreet turns.  It would still take "1 unit of time" to move "1 unit of distance", but you can move just a fraction of a unit if you want. Likewise, attacks and other actions will take some amount of time.  Maybe your "quick shot" only take 0.5 units to do, but your "aimed shot" takes 1.5 units.

The borderline between a "gridless roguelike" and a "solo tactical/RTS" game is fuzzy.  I'm continuing to use the term "roguelike" because it encompasses a greater philosophy of randomized content, hardcore difficulty, and solo-ness.  If you start to beam down to a planet with a full squad of men, then we enter a far more "x-com/RTS hybrid" territory.

When scanning a planet, a list of points of interest may be generated, which will be a set of "dungeons".  A threat analysis could be performed at the same time, giving the player a variety of options to choose from.  You could be told if the dungeon is short, average, or long.  If the threat is easy, average, or dangerous.  If the point of interest is a ore vein, a precursor ruin, or a downed ship (implies different enemies and different types of loot.)  Maybe you want a quick, easy run to top up your Dilithium Crystal supplies, or maybe you want to brave a big, high-level precursor ruin for the possibility of finding lots of advanced technologies.

One challenge will be to avoid making the dungeon experience too generic and interchangeable, since we aren't hand-crafting dungeons.  Roguelikes have figured out how to keep the experience fresh and exciting, so we will be looking at them extensively.

 

Races

There are two real options here.  Neither one would actually have a significant impact on the game design.  They just change the feel of the game.

Players are Humans

We're based in the Sol system and we are trying to advance humanity into the space era.  There's something very personal and meaningful about this.  You wouldn't be picking a race during character creation, but we could still have just as many option for your build.  "Race" is just cosmetic.

In this scenario, the player's organization should probably be a private corporation.

Players are Aliens

We're based at an "international" space station (like Deep Space 9 or Babylon 5). The player homeworlds are elsewhere.  The space station is in the "outer rim" or the "fringe" or something of the galaxy.  It's an area that has so far been unclaimed and uncolonized.  Note that "Human" is still a valid option here, but it would just be one of many options.

In this scenario, the player's organization could still be a private corporation, especially if we have a small pool of pre-made alien races.  In other words, if there are only 8 major alien races, the player should not be a representative of the entire alien nation.  However, if the player's organization is one of hundreds and hundreds (i.e. either you manually create your race or it is randomly generated or something), then it's fine for the player to be working for the alien nation directly.

 

Theme

Man vs Universe

While Project Porcupine has certainly diverged from the realm of roguelikes, it is certainly not moving in the directly of a "4x" type of universe where you are competing with other symmetrical powers.  The player is venturing into unknown, unexplored territory.  Exploration and discovery will be a central theme, both on a galactic level but also on a local level (i.e. on the ground). This is why we are using random generation.

I think that the "Players are Humans" race option would give the best sense of fear and foreboding here.  In the "Players are Aliens" scenario, space is already a known commodity and the races have already expanded and done stuff.  It's just that this one area of space happens to be unexplored.  Might take some of the "awe" out of things.  Or maybe it doesn't do that at all, and maybe it gives us something more.

Man vs Individuals

You will not be venturing into the territory of an another civilization with which you are at war.  There is no organized attacks and defenses to coordinate between large fleets of ships.  You will mostly be operating alone, and the threats you face will be localized.  You might find the occasional pirate or "unlicensed claim jumper" trying to steal from your lawfully assigned star system.  You might find unfriendly local wildlife.  If there are enemy races (or rival corporations), you aren't going to their territory, but of course you might run into them while you are exploring an otherwise unclaimed sector of space.

There should almost certainly also be a "precursor civilization", even though it's a bit cliche.  A super-advanced race that mysteriously (or not so mysteriously) died off, leaving cool tech scattered around the galaxy for you to discover…probably guarded by battle robots and drone space ships.

Between indigenous life, other sentient beings, and precursor robots we should have a decent pool from which to provide some variety in enemies. (Note that creatures, other races, and precursors wouldn't logically be working together and may attack each other.  This shouldn't happen often, because it leads to dull gameplay, but just often enough to be interesting.)

Achievement

Not in the "Kill 50 enemies with headshots" sense (although we might have stuff like that), but in the sense of having specific, achievable goals.  Unlocking a new technology, mapping an entire star system, finding the ore vein at the bottom of the caverns of an asteroid.  Things should be paced in such a way the the player will get a concrete reward every X minutes.  There should be a clear indication of the things that you can do, and you should be able to get them done in a reasonable amount of time.

This is what makes games like MMOs so compelling.  You get a quest.  You have to go to a place and do certain things and then come back.  Simply *completing* something like that feels good, and then you can get a reward of some kind (xp, money, items) as well.

So if you've detected a Dilithium Crystal deposit on a planet, you basically have a "quest" to beam down there, fight through some enemies, find the crystal deposit, and flag it to be beamed back up to your ship.  It's not a real "quest" (I mean, you wouldn't have this in a quest log), but it's still a clear series of steps to take to meet an objective, and completing that should feel satisfying. Also, you now have a cargo hold full of dilithium to sell or to use for crafting or something.

For the sake of argument, let's say that any one achievement should be attainable in no more than 30 minutes. For example:  Mapping at entire star system, including getting into a fight with a pirate or two.  Now, you might stop halfway when you discover that a planet has some precursor ruins on it and beam down to the surface to explore, and which point the "dungeon" we generate should be just big enough to be doable in about 30 minutes.

Customization

You should be able to customize your starting character (and organization?) considerably, to increase replayability.  Likewise, you may have many options to customize your ship.  Potentially it can be assembled from components in a lego-like fashion.  You may also have a crew aboard your ship that give you bonuses to various activities (but you may be the only person rated to wear the ground-mode "suit" that lets you explore alien worlds and do combat, or if you do want a companion it should be an expensive proposition).

 

This document will need to be expanded in the future, but this is all I have time for now!


Read original blog post

I'm just a dude with Fraps and too much spare time.

5:31 pm
February 2, 2012


Demonac

Moderator

posts 40

One other possibility for creating a setting that meets many of the design goals would be if a "new space" of some sort had been discovered – such as a wormhole to another dimension or galaxy. Deep Space 5 could be located on one side of the wormhole, as an international hub, but all of the exploration is happening in the new area, so that we don't worry about the pre-existing, explored space where all these alien sentients come from. This would preserve some of the appeal of the "alone in the universeness" of the human only version (though not quite the same charm as exploring the beginnings of interstellar travel, if we were to go that direction). It does set up a place where there may be an infinite bounty to discover, and where bizarre out-of-context threats can appear. 

Just throwing that out there.

7:03 pm
February 2, 2012


quill18

Ontario, Canada

Admin

posts 449

Excellent point!

I'm just a dude with Fraps and too much spare time.

7:30 pm
February 2, 2012


quill18

Ontario, Canada

Admin

posts 449

And actually, to flip it around, what if the space station was built on the far side of the wormhole?  Especially if there was incentive to minimize how often a person traveled through the wormhole. It could be dangerous, or maybe ships with hyperspace modules can't pass through the wormhole because of…resonance.  Or something.

Anyway.

There could be a pair of stations, one on each side of the wormhole, to act as both general trade and communication hubs, but also they could have mass drivers to flings goods through the wormhole at each other.  The far-side station could have ship-building facilities.

Building the starbase would have been a pain in the ass, but once it's there things are much smoother and you've opened the doors to the new quadrant.

I'm just a dude with Fraps and too much spare time.

7:34 pm
February 2, 2012


quill18

Ontario, Canada

Admin

posts 449

To continue to spam this thread:  The newly-discovered wormhole also explains how there could be so much valuable "stuff" for the player to find just lying around.  Why wouldn't someone else have picked it up by now, unless this was the "human only" version.  If we assume multiple space-faring races, it makes no sense that we would be first to find the loot if it's that easy to find.

 

Yes, the wormhole setup is a good one.

I'm just a dude with Fraps and too much spare time.

4:16 am
February 3, 2012


quill18

Ontario, Canada

Admin

posts 449

Oops.  Fixed the problem where this thread was locked instead of stickied.

I'm just a dude with Fraps and too much spare time.

4:48 am
February 3, 2012


Demonac

Moderator

posts 40

Now you have me thinking… what if Babylon 9 is built at the edge of a nexus where countless wormholes spawn, or where the dimensional fabric is weak for some reason, and you can open a wormhole to a near infinite variety of [dimensions or galaxies] by simply "modulating the frequency" (seed anyone?) of the wormhole opener tech. Each person stakes out or is assigned their own [dimension or galaxy] by its summoning/ripping/opening frequency.

This means, when you are first sent through… you've got nothing. Your first major quest (it could be the newb quest, or an Act 1 for the game) is to build a way back.

Maybe the tutorial quest chain is to create a node, a basic warp buoy or whatever that allows you to communicate with Babylon 9, or possibly send through small things (like yourself, but not any significant cargo). Then a goal for later on would be to expand it for more capacity, then eventually build your very own space station on your end of the wormhole allowing for greatly expanded trade, 2-way mass-driver cargo hauling, etc.

I'll admit, it's hard to beat the compelling quality of the "humans first expanding into the galaxy" trope. On the other hand, this method allows us to go full space opera with infinite variety of playable species (and lots of pre-existing tech, etc), and yet to still have you exploring in all directions, not treading on any friendly authority or occupied stuff, and it still makes sense that you have unlimited space to explore.

12:16 pm
February 3, 2012


quill18

Ontario, Canada

Admin

posts 449

Post edited 12:19 pm – February 3, 2012 by quill18


A similar thought had occurred to me, though I hadn't considered the multiple/variable wormhole angle (I'd been thinking some kind of hyperspace lens of some kind), and I hadn't figured out how to explain the return trip.

It's very interesting and scary that you'd have to go around collecting resource and such just to be able to build the portal to be able to leave, and I love the idea of growing your "base" like that.

Is there a reason that we can't just send several ships through to one location with a bunch of building material to more quickly setup the return portal?

Is the nexus a bit unstable and random and there's no guarantee that you''d all end up in the same place? (Building the portal creates a fixed beacon/anchor that makes both ends more "static" and reliable.)  Maybe it has something to do with needing to transport too many resources via the less than perfect, one-way connection?

I'm just a dude with Fraps and too much spare time.

4:24 pm
February 3, 2012


Demonac

Moderator

posts 40

Maybe (just because it sounds more sane), you do go through with the equipment needed to setup the warp node (minimum possible version), but you need to locate and setup a local power source. Same idea, same tutorial structure, it just somehow sounds a little crazy… but still risky and desperate. I'd be inclined to say there are two ways, you either get lucky and find a powerful fuel resource (which may or may not be there), or as a backup plan you build a special kind of solar collector [you build it near the sun and it transmits the power back to the warp node], which is very reliable – you will always find enough local resources to build it – but it takes more work and time. So maybe these are two branches of the tutorial, with different tribulations and rewards, adding further to replay value.

quill18 said:

Is the nexus a bit unstable and random and there's no guarantee that you''d all end up in the same place? (Building the portal creates a fixed beacon/anchor that makes both ends more "static" and reliable.)  Maybe it has something to do with needing to transport too many resources via the less than perfect, one-way connection?

^this. Good. Once Death Star [note to self, need less-threatening space station names] gets a signal back from you, that allows them to chart your destination and synchronize the [lens/warp generator/portalizer] to make the journey repeatable. Then they send you a load of supplies [a quest reward for the tutorial].

5:59 pm
February 3, 2012


quill18

Ontario, Canada

Admin

posts 449

Demonac said:

Maybe (just because it sounds more sane), you do go through with the equipment needed to setup the warp node (minimum possible version), but you need to locate and setup a local power source.

That sounds good.

solar collector [you build it near the sun and it transmits the power back to the warp node]

I had exactly the same thought after your first line — it's a great way to do it.

^this. Good. Once Death Star [note to self, need less-threatening space station names] gets a signal back from you, that allows them to chart your destination and synchronize the [lens/warp generator/portalizer] to make the journey repeatable. Then they send you a load of supplies [a quest reward for the tutorial].

Yup, sounds good.

At one point in another thread, when talking about mining, I'd mentioned the idea that maybe you aren't mining things yourself, but instead "tagging" an ore vein so that it can be mined by orbital mining lasers or something (with anti-graviton "vacuums"?).  Your ship can have such a system on board, but another project people could look into is orbital mining satellites that continue to do the job after you leave.  They could either collect it in cargo until you come back to pick it up, or they could send it to your warp node automatically via a mass driver.

 

 This might veer the game too close to like… Space Mining Tycoon or something.

I'm just a dude with Fraps and too much spare time.

6:09 pm
February 3, 2012


Demonac

Moderator

posts 40

I don't think we'll veer too tychoon if you still have to go "roguelike-around" for everything you get. But another thing I've been thinking is, we have near-infinite solar systems, so we have near-infinite "normal" resources. Nobody's going to all this trouble to warp back shipments of iron, or titanium, or even freakin' diamonds. Rather, I think we are exploring these vast reaches of space looking for something far more rare and valuable, some unobtainium that is worth this effort.

Mining is something you do for resources you need to build/upgrade things on your side of the wormhole – which is still important – but you would only ever ship back things like unobtainium and [possibly ancient] alien technology. Unobtainium in particular is too fine a resource to be mined anyway, it's really something you would explore/adventure for.

6:56 pm
February 3, 2012


quill18

Ontario, Canada

Admin

posts 449

Oh yeah, for sure, it's all phlebotonium all the way.  Even discovering a single planet with 1% the mineral wealth of Earth would give the player near-infinite resources for his purposes, although a case could be made that it would be difficult to extract (especially via anti-gravity orbital mining laser, which probably works best with a large homogenous vein of something).

I figure we'll want to invent a handful of -oniums that are used for "sci-fi" purposes.  The incredibly deep 4x game Aurora calls them "trans-newtonian elements", and they are what enable very high speed space travel as well as the construction of jump gates and other fancy things.

Each of our -oniums should be associated with a specific purpose if possible, to give a sense of consistency.  Example: X-onium is super light but extremely strong, and is used for structure.  Y-onium is used for field manipulation (shields, cloaking, gravity generators).  Z-onium is used in super-high-speed circuitry (computers and maybe also in power generators or storage).  That sort of thing.

Systems might be especially rich in one, but should always have a baseline amount of all of them.  The baseline controls how quickly and easily the player can build up because he needs a little of everything.  The rich one is something the player will have too much of, but can ship back through the wormhole to buy supplies.

I'm just a dude with Fraps and too much spare time.

5:28 am
February 4, 2012


Cazee09

Indiana, USA

Member

posts 51

There is more than finding rocks, and it can't be just as easy as finding a solar system and setting up a mining laser satalite and mining the resources from it?

 

Onium Bandits! They want your goods!

 

maybe scrap hunters that want to steal parts from your mining lasers? maybe if your gone to long and you don't have protection for your stuff you come back and everything is trashed?

 

I want to make some oniums :o

c-oniums very cold used to make coolants for engines

b-onium stops particle energy transfer used to insulate various things

a-onium can reach super high tempertures can cut through other oniums?   (this is fun :D)

 

maybe you can establish a "home solar system" or something. just where you can have you own little market. I mean your making a giant space station around a wormhole. and your sending PEOPLE through with equipment to explore and build themselves a portal to get back. :O (sounds dangerous :D)

 

I mean it certainly adds some adventure but what happens if they got spit very close ot the sun and some of the stuff got sucked into the sun :O then what… (I'm makin up ideas :D)

 

So what is the real goal as of currently? Build the biggest rock farm ;P

 

(maybe there is a really rare rock created by ant-like aliens and the only way to get it is o fight through a huge ant caverern and get ot the queen slay it and then make off with as much of it as you can!?!?)

 

maybe you need more than a space laser to get the better rocks, ores, oniums…

 

So you are starting out as the co-leader of a mission of space corp abc and your mission is to go through the worm hole, scout out the imediate area, and build a portal jumpgate thing to establish connections between the companies home space and the new system. once that is done they send in the big machines to help you get a good map of the system. and then it is your job. to clear out the alien infested planets so the treasures within those rocks can be plundered and sent back to home space to be processed and sold on the galactic market exchange.

 

(of course with all the other stuff but that is kind of a rough outline of it?)

I don't know what I'm talking about. :o

6:01 pm
February 5, 2012


quill18

Ontario, Canada

Admin

posts 449

I was trying to figure out what role "money" would serve in this game, since the player will basically have a solar system's worth of resources all to himself, and presumably the means to construct items, when I came up with the following backstory:

 

After the Nano Plague of 3087, when self-replicating nanobots spread virally to multiple systems and liquified a number of planets (and their inhabitants), truly self-replicating systems have been completely outlawed galaxy-wide.  The response to the detection of self-replication on any planet tends to be wide-area nuclear bombardment, just to be sure.

 

However, nano-assemblers are still too useful to be banned completely.  Some trans-newtonian devices simply cannot be created by any other means.  As such, we still have nano-assemblers, but they are single-use assemblers.  You pair the device with the correct materials, and it converts itself and those materials into the appropriate product.  Each nano-assembler is programmed to produce one specific object, and to consume itself in the process.  More than 50% of the contents (and cost) of a nano-assembler is actually used on multiple, redundant layers of safeguards against self-replication.

 

So basically, as you sell resources or complete quests, you get rewarded with "money" (which may represent extra budget resources your corporation/government is willing to spend on you, rather than personal funds), which you can use to purchase nano-assembers.  These assemblers are small and easy to ship even through the most basic wormhole setup, and you can store them easily on your ship/starbase.  Collect the appropriate materials for the recipe, and *poof*, you have a new tractor beam, or whatever.

 

This explains why it's possible to send small ships like yours through young, one-way wormholes (which can't transport large objects safely) where you can build entire starbases (which also anchor and "grow" the wormholes so that bigger and bigger things can make the trip.)

 

The next question is:  How does the game end?  Can you play a single sector indefinitely? How do you win?  What's the increasing challenge factor?  Does the system attract more and more enemies as it expands?  If finishing a sector and starting a new one is something you do fairly regularly, what do you "bring with you" to the new sector, to make it feel like you're making progress?

I'm just a dude with Fraps and too much spare time.

7:35 pm
February 5, 2012


Cazee09

Indiana, USA

Member

posts 51

maybe the company you work for or whatever had some kind of trophy or prised possesion?

 

and say some space bandits stole it!. and they have tracked down the system they are on. BUT, they are to strong for you to take on right away! and your not even experienced enough a pilot or explorer yet to even get there safely!. so you must learn the ropes and train yourself to get stronger and get the corporations trophy back!

 

(maybe your company owned the last known porcupine. and the space bandits stole it! :D that could be the treasure:P)

 

but basically you have to explore others systems to get stronger?

 

and once you get the trophy back you get like preety high like. respect in your corporation. and they let you manage space stocks.

 

maybe you could have that main story and then more of a play until you want to restart feature?

 

um.

 

I got two questions?…is this like online multiplayer where you can interact on like a market or swapping seeds or is this like a solely single player no connections with the outside.

 

basically I think a story line and then a continued thing…

 

but maybe there is a huge universal goverment of some kind(it says universal but maybe there is a bigger raceial government?) and they basically sell you the "land/space" of a star system.

 

and so basically your company gives you your first system and you learn the basics…like a tutorial, and then you go on to

buy  your own system)(your company owns part of it) and so you have to keep your company happy with money but you also need to fund your adventure for the lost porcupine or what not. (it could be a totally random thing too, it could be funny example, the president of star corp lost his ham sandwhich to some space bandits. and he would be much in your debt if you went and retrieved this items for him. he misses the ham sandwhich very much!. :D)

 

idk…honestly you could make a preety big items list with the imagination of an Open source game. :O(maybe make crazy items and trade with npcs…like dwarf fortress?)

I don't know what I'm talking about. :o

1:25 am
February 6, 2012


Cazee09

Indiana, USA

Member

posts 51

o.k. let me try to understand your idea.

 

so these. nano bot thingys… they act as like an auto build feature. so like. your making a cake you just get the ingrediants and put them into a bowl and through the nano bot sin and then POOF cake?

 

so they are more of an item that has a nasty track recod of destroying thing? but or are they more of an autoforming thing

 

like I want a space station turn into one sort of thing?

 

(that really just explains the getting to the random systems part)?

 

so you started off wondering about what role money would have since basically a player would have a limitless supply of resources…and then presumably the means to create stuff.

 

and the way to create stuff is nano assemblers

 

and you made a story about them and then asked about how sectors worked…(I was confused the first 2 times I read it I couldn't figure what it was really about:P)

 

I say make about a dozen npc races fill up the universe with them (not all of it…that would be insane:P) pick your race make your corp get your first system get through the minor story and then try to get as big as you can until you get bored…and then restart…(would want to add some random part to the story line so it isn't too boring to replay?)

 

as a smurf would say LA LA LALA LALAA LA LA LA LA LAAA :D

 

money…who doesn't like money. trade with npcs fast buy certain parts with the money you have(your corporation really owns the systems(and a lot of the resources) you just get to explore and clear dungeons?) all and all money has it's retorical uses…what do you do with money…uh…buy stuff :P (heck call them quillers…:D)

I don't know what I'm talking about. :o

3:12 am
February 6, 2012


quill18

Ontario, Canada

Admin

posts 449

Post edited 3:15 am – February 6, 2012 by quill18


In discussions with Briarstone tonight about what kinds of progression and win conditions we may want, the following was developed:

 

There has been rudimentary scouting of the systems, which is how we know what "level" the system is.

  • Low-level systems mostly have some wildlife and the rare pirate or precursor drone.
  • Mid-level systems have rival corporation presence, so more dangerous opponents but also better loot. Maybe planets with very dangerous wildlife, so they were never colonized and are super-rich in minerals.
  • High-level systems feature have a strong precursor droid presence, with orbital defence stations and ships.
And the win condition:
  • The precursor civilization died off thousands of years ago.
  • Some people believe they were killed off in a civil war by some kind of "super weapon"
  • This super weapon represents the McGuffin that is the victory condition.  It's obviously going to be found on a planet with heavy precursor presence, so it will take some time to build up to the point where you can start to really hunt for it.
  • We can give the player some options about what to do with it, like destroying it or using it to become the supreme ruler of the galaxy.

This is not intended to be the main point of the game.  The point is killing stuff, looting stuff, and building stuff.  This McGuffin simply provides an end point and something for achievement-driven players to strive for.  Players who aren't interested in it can probably ignore it.

I'm just a dude with Fraps and too much spare time.

3:26 am
February 6, 2012


Cazee09

Indiana, USA

Member

posts 51

…so basically a giant death star…:D…I was thinking about there being like…12 races…

 

and there are 4 governments…(or basically they just band together)…and they went a little like this…:D

 

Humans human like being, and more human like being…but different…like…(on star wars you got the humans…and then you go on to a human like but just a little different…like funky colors…and then on to alien humans like the twi-leks…Kit fisto…:O…and they make up your good guy team or whatever…

 

and then you go on to two kind of nuetral peoples…one favors you and the other favors your "enemy"

 

and your enemy is the most non human things…like the aliens off the movie alien…and they hate humans…they think they are the most stupid organisms in the galaxy…and they treat them as slaves…

 

and so you could have a sence of good vs evil with races we all make up…

 

and with that…systems won't always be completely uninhabited by some species…

 

you could get a mission to explore system potato nd you go there and it ends up you get a face fool of plasma beams tearing you appart and you would have to retreat…(I'm thinking maybe instead of geting sent through with no return…you get an option to "retreat" through the small portal you come through…so you can still have this feature but not die from it…?

 

It would seem preety cool?(maybe even minor peoples that you can choose to save or destroy…?)

 

and this super weapon…would it be wrong if I acted like grand moff tarken and acted like everything I blew up was Alderan…:D…(or darth vader…although grand moff tarken really issued the command to blow it up…I can hear obiwan now…it was as if millions or people suddenly cried out…and then were quickly silenced…( I know I prob butchered that…:o)

I don't know what I'm talking about. :o

4:03 am
February 6, 2012


Demonac

Moderator

posts 40

With regards to money, I believe what quill was trying to do was to construct a fictional framework within which there is a purpose for money. That may seem redundant, I mean, it's money, right?

But the environment we've been discussing is one where you have full rights to the resources of an area equal to or greater than a star system, and it sounds like you might have the manufacturing capability to produce most things that you need. With even a fraction of one planet's mineral wealth, in any traditional economic system you would have access to inconceivable wealth if you had anyplace to sell that, and money becomes even less relevant if you can just build whatever you need (which is implied if you have the capability to make and upgrade a major space station, for example).

The explanation he was suggesting was that most high end manufacturing takes a combination of the raw materials, and a one-use nano-"kit". You generally have to buy the kits, which is what you need wealth for. It does a good job of making raw materials valuable, but keeping money important in a way that is fairly internally consistent.

 

The "discover what happened to the precursors" plot is tried and true. I'd love if we could come up with some kind of twist for it, relating to the clues, or to what actually happened. Pretty hard to find an original angle there, though (without being totally silly).

11:22 am
February 6, 2012


Cazee09

Indiana, USA

Member

posts 51

so they were building this super weapon?…and it gto built but when they built it…they all died?…maybe the weapon can be like an intelligent ai…and it coul dbe like i had to destroy them…I saved so many by destroying them…and not others…(and it wont let you control it…?…boss fight?)

 

maybe you would have to have a great cost for space travel andthat you also have to pay for a ne system and you also have to pay a tax to your home company..

 

those would create cost sfor what you would need the money…ad the resources aren't totally easy to collect…but once you get a preety good mineing facility or whatever going…then it would et easier…maybe just seomthing to make a person…level up and not just rush the end?…idk

I don't know what I'm talking about. :o

No Tags

About the Tower Dive! Forum

Forum Timezone: UTC 0

Most Users Ever Online: 52

Currently Online:
5 Guests

Currently Browsing this Topic:
1 Guest

Forum Stats:

Groups: 2
Forums: 3
Topics: 260
Posts: 2863

Membership:

There are 891 Members

There is 1 Admin
There are 3 Moderators

Top Posters:

Niicks – 179
Mordius – 168
Briarstone – 116
Smartzach – 93
raynesummers – 89
wbmc1 – 68

Recent New Members: marry1987, TheStork, Puwen, Balmung, Tempest Malice, zizfreak

Administrators: quill18 (449 Posts)

Moderators: AnimeHero (259 Posts), Jay Is Awesome (155 Posts), Demonac (40 Posts)



 
Go to Top