Spacebase DF-9 Wiki
Edit Page
Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.

Latest revision Your text
Line 3: Line 3:
 
'''FOOD'''<br />
 
'''FOOD'''<br />
   
*<strike> citizens have hunger need and must eat food to satisfy it</strike>
+
<strike>* citizens have hunger need and must eat food to satisfy it</strike>
*<strike> food replicator object that can be built in any zone</strike>
+
<strike>* food replicator object that can be built in any zone</strike>
*<strike> citizens can use food replicator to fulfill hunger need, but it's like vending machine food, adequate but not great</strike>
+
<strike>* citizens can use food replicator to fulfill hunger need, but it's like vending machine food, adequate but not great</strike>
*<strike> small matter cost (1-2) each time someone uses a food replicator</strike>
+
<strike>* small matter cost (1-2) each time someone uses a food replicator</strike>
** <strike> matter = replicators stop working</strike>
+
<strike>** 0 matter = replicators stop working</strike>
 
** improperly maintained food replicators produce bad food that makes people sick?
 
** improperly maintained food replicators produce bad food that makes people sick?
 
* replicator food comes in wrappers, produces waste (litter carryable) (if/when carryable object concept is added)
 
* replicator food comes in wrappers, produces waste (litter carryable) (if/when carryable object concept is added)
* <strike>garden zones where plants, ie "real food", is grown in hydroponic trays by citizens with botanist duty</strike>
+
<strike>* garden zones where plants, ie "real food", is grown in hydroponic trays by citizens with botanist duty</strike>
 
* plants in gardens produce small amounts of extra oxygen
 
* plants in gardens produce small amounts of extra oxygen
 
* citizens who spend time in garden zones have happy thoughts, increasing morale
 
* citizens who spend time in garden zones have happy thoughts, increasing morale
* <strike>plants grow from seedlings to full-sized plants ready for harvest</strike>
+
<strike>* plants grow from seedlings to full-sized plants ready for harvest</strike>
* <strike>plants have a "health", if it reaches zero the plant dies</strike>
+
<strike>* plants have a "health", if it reaches zero the plant dies</strike>
* <strike>citizens on botanist duty "maintain" plant health, much as techs maintain machines</strike>
+
<strike>* citizens on botanist duty "maintain" plant health, much as techs maintain machines</strike>
* <strike>botanists harvest fully grown plants and deliver them to pub fridges for preparation</strike>
+
<strike>* botanists harvest fully grown plants and deliver them to pub fridges for preparation</strike>
* <strike>bartenders at pubs cook food into meals, which nourish citizens more and make them happy</strike>
+
<strike>* bartenders at pubs cook food into meals, which nourish citizens more and make them happy</strike>
 
* concept of different dishes?
 
* concept of different dishes?
 
** how do bartenders/patrons decide which dish is cooked?
 
** how do bartenders/patrons decide which dish is cooked?
 
** immigrants bring recipes for new dishes?
 
** immigrants bring recipes for new dishes?
*<strike> citizens sit at a pub table and eat</strike>
+
<strike>* citizens sit at a pub table and eat</strike>
*<strike> citizens have food preferences</strike>
+
<strike>* citizens have food preferences</strike>
 
** eating a preferred food makes them very happy, eating a strongly disliked food makes them a bit unhappy
 
** eating a preferred food makes them very happy, eating a strongly disliked food makes them a bit unhappy
   
 
'''CARRYABLE OBJECTS'''<br />
 
'''CARRYABLE OBJECTS'''<br />
   
*<strike> citizens visibly carry around arbitrary sprite/3D objects</strike>
+
<strike>* citizens visibly carry around arbitrary sprite/3D objects</strike>
 
* containers can hold other things
 
* containers can hold other things
 
* citizens can stash stuff in an inventory, shown in a new inspector tab
 
* citizens can stash stuff in an inventory, shown in a new inspector tab
 
* when people arrive, they have a suitcase (container with their stuff in it)
 
* when people arrive, they have a suitcase (container with their stuff in it)
*<strike> players build shelves for people to put their stuff on</strike>
+
<strike>* players build shelves for people to put their stuff on</strike>
 
* a single item of stuff can have multiple tags describing it, eg purple, terran, fuzzy, punk rock, etc. citizens have affinities for these tags
 
* a single item of stuff can have multiple tags describing it, eg purple, terran, fuzzy, punk rock, etc. citizens have affinities for these tags
 
* citizens trade stuff with each other, trying to get stuff they like more
 
* citizens trade stuff with each other, trying to get stuff they like more
Line 42: Line 42:
 
'''POWER SYSTEM'''<br />
 
'''POWER SYSTEM'''<br />
   
*<strike> "reactor zone" with fusion reactor object that produces power</strike>
+
<strike>* "reactor zone" with fusion reactor object that produces power</strike>
 
* rooms must be adjacent to a room with a working reactor to be powered
 
* rooms must be adjacent to a room with a working reactor to be powered
*<strike> unpowered rooms go dark (emergency lighting) and objects in them don't function</strike>
+
<strike>* unpowered rooms go dark (emergency lighting) and objects in them don't function</strike>
*<strike> reactors only produce X power, then you have to build another</strike>
+
<strike>* reactors only produce X power, then you have to build another</strike>
 
* factor new need for reactors into starting matter allotment
 
* factor new need for reactors into starting matter allotment
*<strike> maybe make the Base Seed object serves as a low-output reactor to help players get started</strike>
+
<strike>* maybe make the Base Seed object serves as a low-output reactor to help players get started</strike>
   
 
'''MINIMAP'''<br />
 
'''MINIMAP'''<br />
Line 90: Line 90:
 
* depending on their duty and/or zone type, this can mean different things:
 
* depending on their duty and/or zone type, this can mean different things:
 
** assign a security-duty citizen to a room to have them guard it
 
** assign a security-duty citizen to a room to have them guard it
** <strike>assign any citizen to a residence to have them use it as their quarters</strike>
+
<strike>** assign any citizen to a residence to have them use it as their quarters</strike>
* <strike>normally, a citizen will "claim" an unused bed and the area around it</strike>
+
<strike>* normally, a citizen will "claim" an unused bed and the area around it</strike>
** <strike>citizens decorate their living space with their stuff (see "stuff" above)</strike>
+
<strike>** citizens decorate their living space with their stuff (see "stuff" above)</strike>
 
* people protect their spaces / become annoyed when strangers or unfriendly people intrude
 
* people protect their spaces / become annoyed when strangers or unfriendly people intrude
   
Line 109: Line 109:
 
'''METEOR STRIKES'''<br />
 
'''METEOR STRIKES'''<br />
   
*<strike> meteors strike bases, punching holes in the hull, depressurizing rooms, damaging people and things</strike>
+
<strike>* meteors strike bases, punching holes in the hull, depressurizing rooms, damaging people and things</strike>
**<strike> not as harsh as in the Amnesia Fortnight 2012 version, promise :]</strike>
+
<strike>** not as harsh as in the Amnesia Fortnight 2012 version, promise :]</strike>
 
* shield generators generate shielding to repel meteor strikes (gives technicians stuff to do in space)
 
* shield generators generate shielding to repel meteor strikes (gives technicians stuff to do in space)
   
Line 122: Line 122:
 
* allow zoom in beyond min_zoom, spring back to normal min_zoom after a few seconds
 
* allow zoom in beyond min_zoom, spring back to normal min_zoom after a few seconds
 
* make ability to rename citizens "once only"
 
* make ability to rename citizens "once only"
*<strike> "no power" icon over unpowered rooms (once power system exists)</strike>
+
<strike>* "no power" icon over unpowered rooms (once power system exists)</strike>
 
* little lines showing where someone is pathing to
 
* little lines showing where someone is pathing to
 
* cutaway mode should work on asteroids
 
* cutaway mode should work on asteroids
Line 138: Line 138:
   
 
* built in savegame sharing!
 
* built in savegame sharing!
*<strike> mod support!</strike>
+
<strike>* mod support!</strike>
**<strike> "mods" subdir where user-created scripts patch base game lua files at runtime</strike>
+
<strike>** "mods" subdir where user-created scripts patch base game lua files at runtime</strike>
**<strike> provide uncompiled lua source for gameplay-relevant classes, eg Character.lua, to support modders</strike>
+
<strike>** provide uncompiled lua source for gameplay-relevant classes, eg Character.lua, to support modders</strike>
 
** allow PNG sprite sheets - lower performance than tex format in exchange for easy moddability
 
** allow PNG sprite sheets - lower performance than tex format in exchange for easy moddability
   
 
'''BARTENDERS'''<br />
 
'''BARTENDERS'''<br />
   
*<strike> pub customers get their orders from bartender</strike>
+
<strike>* pub customers get their orders from bartender</strike>
*<strike> bartenders serve food (once food exists)</strike>
+
<strike>* bartenders serve food (once food exists)</strike>
 
* skilled bartenders make people they serve happier
 
* skilled bartenders make people they serve happier
 
* citizen drunkenness - increased by X every drink they have, dwindles to zero slowly (ie "blood alcohol")
 
* citizen drunkenness - increased by X every drink they have, dwindles to zero slowly (ie "blood alcohol")
Line 153: Line 153:
 
'''CITIZEN FIGHTING'''<br />
 
'''CITIZEN FIGHTING'''<br />
   
*<strike> citizens who dislike each other enough will fight</strike>
+
<strike>* citizens who dislike each other enough will fight</strike>
*<strike> low risk of actual death, but injury and deepening mutual hatred</strike>
+
<strike>* low risk of actual death, but injury and deepening mutual hatred</strike>
*<strike> security can stun violent people to calm them down, knocking them unconscious for a bit</strike>
+
<strike>* security can stun violent people to calm them down, knocking them unconscious for a bit</strike>
*<strike> drunk citizens more likely to fight</strike>
+
<strike>* drunk citizens more likely to fight</strike>
*<strike> low morale citizens far more likely to fight</strike>
+
<strike>* low morale citizens far more likely to fight</strike>
   
 
'''SPACE MADNESS'''<br />
 
'''SPACE MADNESS'''<br />
Line 163: Line 163:
 
* when morale is critically low, space madness takes a form depending on personality type:
 
* when morale is critically low, space madness takes a form depending on personality type:
 
** sit in bed moping (how to recover?)
 
** sit in bed moping (how to recover?)
**<strike> become violent, grabbing a rifle if available, attacking random people</strike>
+
<strike>** become violent, grabbing a rifle if available, attacking random people</strike>
   
 
'''DOCTORS'''<br />
 
'''DOCTORS'''<br />
   
*<strike> doctor duty and infirmary zone</strike>
+
<strike>* doctor duty and infirmary zone</strike>
 
* doctors unassigned to an infirmary (see "assining people to rooms") patrol the base looking for hurt/sick people
 
* doctors unassigned to an infirmary (see "assining people to rooms") patrol the base looking for hurt/sick people
 
* citizens seek out an infirmary/doctor when hurt or sick (parasite infestation)
 
* citizens seek out an infirmary/doctor when hurt or sick (parasite infestation)
*<strike> doctors use tricorder-like first aid prop to heal people</strike>
+
<strike>* doctors use tricorder-like first aid prop to heal people</strike>
 
** better doctors heal people faster / more fully, bad doctors have a chance to hurt them
 
** better doctors heal people faster / more fully, bad doctors have a chance to hurt them
*<strike> revivabed object for infirmary: only way to detect parasite infestation or cure some diseases</strike>
+
<strike>* revivabed object for infirmary: only way to detect parasite infestation or cure some diseases</strike>
   
 
'''CONSTRUCTION TOOLS'''<br />
 
'''CONSTRUCTION TOOLS'''<br />
   
*<strike> "flood fill with floor" tool, works on areas enclosed by walls or asteroid</strike>
+
<strike>* "flood fill with floor" tool, works on areas enclosed by walls or asteroid</strike>
 
* "build circular room" tool - drag out a circular area instead of a square
 
* "build circular room" tool - drag out a circular area instead of a square
*<strike> filled (with floor) vs unfilled (without floor) toggle for box and circle room tools</strike>
+
<strike>* filled (with floor) vs unfilled (without floor) toggle for box and circle room tools</strike>
   
 
'''MISC LIFE SIM'''<br />
 
'''MISC LIFE SIM'''<br />
Line 224: Line 224:
 
'''TECHNOLOGY'''<br />
 
'''TECHNOLOGY'''<br />
   
*<strike> scientist job</strike>
+
<strike>* scientist job</strike>
*<strike> research lab zone</strike>
+
<strike>* research lab zone</strike>
*<strike> blueprints - you can only build what you have blueprints for</strike>
+
<strike>* blueprints - you can only build what you have blueprints for</strike>
**<strike> scientists can construct blueprints by doing research in labs</strike>
+
<strike>** scientists can construct blueprints by doing research in labs</strike>
**<strike> players choose research topics?</strike>
+
<strike>** players choose research topics?</strike>
**<strike> blueprints can also be discovered aboard derelicts or brought by special immigrants</strike>
+
<strike>** blueprints can also be discovered aboard derelicts or brought by special immigrants</strike>
*<strike> starting conditions determine what technologies you have access to</strike>
+
<strike>* starting conditions determine what technologies you have access to</strike>
 
* take dead hostiles to research labs to study them and learn to better deal with them
 
* take dead hostiles to research labs to study them and learn to better deal with them
 
** eventually, how to deactivate killbots and reform them into friendly (still scary lookin') bots
 
** eventually, how to deactivate killbots and reform them into friendly (still scary lookin') bots
Line 247: Line 247:
   
 
* more types of attackers show up in derelicts, docking ships, etc:
 
* more types of attackers show up in derelicts, docking ships, etc:
**<strike> killbots</strike>
+
<strike>** killbots</strike>
 
** murderslugs
 
** murderslugs
 
* invaders breach base walls and invade from the outside
 
* invaders breach base walls and invade from the outside
Line 254: Line 254:
 
** tripwires that can be scripted to doors, other traps, depressurize room, etc
 
** tripwires that can be scripted to doors, other traps, depressurize room, etc
 
** laser grids
 
** laser grids
**<strike> auto-turrets</strike>
+
<strike>** auto-turrets</strike>
 
** stun nets
 
** stun nets
*<strike> brig zone for storing captured hostiles or violent citizens</strike>
+
<strike>* brig zone for storing captured hostiles or violent citizens</strike>
 
** monster domestication/breeding?!?
 
** monster domestication/breeding?!?
 
* greater variety of weapons for citizens to wield
 
* greater variety of weapons for citizens to wield
Please note that all contributions to the Spacebase DF-9 Wiki are considered to be released under the CC BY-NC-SA
Cancel Editing help (opens in new window)