The list of planned features that were in mind as of 2013-10-16. Keep in mind that many of these were put on indefinite hold as release 1.0 was pushed due to budget constraints.
FOOD
- citizens have hunger need and must eat food to satisfy it
- food replicator object that can be built in any zone
- citizens can use food replicator to fulfill hunger need, but it's like vending machine food, adequate but not great
- small matter cost (1-2) each time someone uses a food replicator
- 0 matter = replicators stop working
- 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)
- garden zones where plants, ie "real food", is grown in hydroponic trays by citizens with botanist duty
- plants in gardens produce small amounts of extra oxygen
- citizens who spend time in garden zones have happy thoughts, increasing morale
- plants grow from seedlings to full-sized plants ready for harvest
- plants have a "health", if it reaches zero the plant dies
- citizens on botanist duty "maintain" plant health, much as techs maintain machines
- botanists harvest fully grown plants and deliver them to pub fridges for preparation
- bartenders at pubs cook food into meals, which nourish citizens more and make them happy
- concept of different dishes?
- how do bartenders/patrons decide which dish is cooked?
- immigrants bring recipes for new dishes?
- citizens sit at a pub table and eat
- citizens have food preferences
- eating a preferred food makes them very happy, eating a strongly disliked food makes them a bit unhappy
CARRYABLE OBJECTS
- citizens visibly carry around arbitrary sprite/3D objects
- containers can hold other things
- 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)
- players build shelves for people to put their stuff on
- 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
- roaming traders will visit the base to trade new stuff with people
- "litter" objects that citizens with low neatness personality throw away
- janitors / people with high neatness pick up litter
- janitors clean up bloodstains and other cosmetic damage
- people gibbed by monsters turn into bits, which janitors must clean up
POWER SYSTEM
- "reactor zone" with fusion reactor object that produces power
- rooms must be adjacent to a room with a working reactor to be powered
- unpowered rooms go dark (emergency lighting) and objects in them don't function
- reactors only produce X power, then you have to build another
- factor new need for reactors into starting matter allotment
- maybe make the Base Seed object serves as a low-output reactor to help players get started
MINIMAP
- minimap display of base in lower right corner
- separate viz mode toggles for minimap vs main view
BASE HISTORY SCREEN
- a permanent timestamped list of important base events: citizen joined, citizen died, ship docked, first zone of each type created
- in-game screenshot key that pops up a "write a caption for this screenshot" box, screenshot + caption is added to the timestamped list
- base history is stored locally in save dir as HTML + linked images, each base has its own dir
- base history is also mirrored on a hosted server somewhere, players can easily link their base histories
BASE STATS SCREEN
- auto-show stats screen after base fails, ie everyone dies, "game over" state
stats to show:
- Matter spent
- Derelicts
- Hostile docking
- Total docks
- Non-hostile docks
- Docking requests denied, accepted, forced
- Room temp
- Raiders killed
- Monsters killed
MULTI-LEVEL BASE CONSTRUCTION
- UI for navigating multiple levels
- rendering tech for showing multiple levels
- build gravshafts to allow citizens to travel between levels
- ability to build railings for safety?
TAG SYSTEM FOR LOGS
- a log message can have any number of tags, citizens select an especially appropriate one (but avoid repeating themselves)
ASSIGN PEOPLE TO ROOMS
- 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 any citizen to a residence to have them use it as their quarters
- normally, a citizen will "claim" an unused bed and the area around it
- citizens decorate their living space with their stuff (see "stuff" above)
- people protect their spaces / become annoyed when strangers or unfriendly people intrude
"LEARN TO PLAY"
- option in front/pause menu
- loads Box.sav as starting map, as opposed to normal DeepSpace.sav
- "only display once" hint flag for tutorialish / first time messages
TELEPORTERS
- build at least two "teleport pad" objects to create a functioning teleporter
- UI for selecting which teleporter goes where (dynamically changeable)
- teleporter accidents: poorly maintained teleporters could hurt/kill people, scramble their brains (personality change), turn them evil (goatee Spock)
METEOR STRIKES
- meteors strike bases, punching holes in the hull, depressurizing rooms, damaging people and things
- not as harsh as in the Amnesia Fortnight 2012 version, promise :]
- shield generators generate shielding to repel meteor strikes (gives technicians stuff to do in space)
MISC UI
- confirm + cancel for roster screen
- custom viz for Construct mode - desaturate colors except for amber building color?
- shift-space = max speed
- up/down arrows in room centers showing whether room O2 is rising or lowering
- "object condition" viz mode: color-code objects by condition, highlight technicians? do same when a technician is selected?
- allow zoom in beyond min_zoom, spring back to normal min_zoom after a few seconds
- make ability to rename citizens "once only"
- "no power" icon over unpowered rooms (once power system exists)
- little lines showing where someone is pathing to
- cutaway mode should work on asteroids
- support Mac trackpad gestures
EMERGENCY DISTRESS SIGNAL
- (very expensive?) object you can build that calls for rescue people / immigrants to show up and save your base
BASE NAMING
- when your first oxygenated room comes online, base is considered "established" and prompts you for a name
STEAM WORKSHOP
- built in savegame sharing!
- mod support!
- "mods" subdir where user-created scripts patch base game lua files at runtime
- provide uncompiled lua source for gameplay-relevant classes, eg Character.lua, to support modders
- allow PNG sprite sheets - lower performance than tex format in exchange for easy moddability
BARTENDERS
- pub customers get their orders from bartender
- bartenders serve food (once food exists)
- skilled bartenders make people they serve happier
- citizen drunkenness - increased by X every drink they have, dwindles to zero slowly (ie "blood alcohol")
- drunk citizens more likely to make mistakes while doing duty
CITIZEN FIGHTING
- citizens who dislike each other enough will fight
- low risk of actual death, but injury and deepening mutual hatred
- security can stun violent people to calm them down, knocking them unconscious for a bit
- drunk citizens more likely to fight
- low morale citizens far more likely to fight
SPACE MADNESS
- when morale is critically low, space madness takes a form depending on personality type:
- sit in bed moping (how to recover?)
- become violent, grabbing a rifle if available, attacking random people
DOCTORS
- doctor duty and infirmary zone
- 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)
- doctors use tricorder-like first aid prop to heal people
- better doctors heal people faster / more fully, bad doctors have a chance to hurt them
- revivabed object for infirmary: only way to detect parasite infestation or cure some diseases
CONSTRUCTION TOOLS
- "flood fill with floor" tool, works on areas enclosed by walls or asteroid
- "build circular room" tool - drag out a circular area instead of a square
- filled (with floor) vs unfilled (without floor) toggle for box and circle room tools
MISC LIFE SIM
- "skill point distribution" algo for generating skill set on citizen spawn - nobody will be terrible at everything, if someone is really good at something they'll likely be bad at everything else
- over time, citizens get nicknames, eg Bob "Sparky" Schmidt
- ability to flag any citizens as hostile / suspicious (security will keep an eye on them)
- citizens have to reach a locker before they can change duty
- citizens become annoyed if their environment is noisy (people passing through or doing stuff) while sleeping or relaxing - incentivize building residences that are low-traffic
- "watch video" activity tied to monitors
- sportsball matches viewable on monitors / in pubs
- high morale = skills go up more quickly
- citizens put on duty-outfit when they go to do duty, remove it when starting certain other tasks (sleeping) or if it's been long enough since they last did duty
SOCIALIZATION / AFFINITY AI
- people prefer to chat with friends, unless they have high gregarious personality in which case they actively enjoy chatting with strangers (low familiarity)
- people have +/- affinities for objects and rooms with certain qualities, eg red, dark, fluffy
- people have +/- affinities for people with certain qualities (xenophobia/philia, sexual preference, fashion sense)
- people spread gossip about people they dislike, biasing affinity map changes against them
- trends: popular (high aggregate affinity) people influence the affinities of less popular people
- fashion accessories signify social affiliation, eg cliques wear the same kind of thing
- new concepts (topics) are gradually introduced by immigrants and trade, eg a new fasion craze starts when a trader visits the base with slap bracelets
PERSONALITY TRAITS
- introverted/extroverted = how much people enjoy solitary vs group activities
- gregarious/shy = how much people enjoy chatting with strangers vs friends
- vindictive/forgiving = how long people hold grudges and whether they act on them
- angry/peaceful = whether people become violent or depressed when morale is low
- neat/messy = whether people pick up litter and spare objects vs throw junk on the floor
- religious preference = whether people prefer to be recycled on death or given a "spock funeral"
AFFINITY/CONVERSATION TOPICS
- games
- pubs
- tv shows
- films
- sports
- sports teams
- music albums
- songs
TECHNOLOGY
- scientist job
- research lab zone
- blueprints - you can only build what you have blueprints for
- scientists can construct blueprints by doing research in labs
- players choose research topics?
- blueprints can also be discovered aboard derelicts or brought by special immigrants
- starting conditions determine what technologies you have access to
- 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
"VISIT A FRIEND'S BASE"
- hangar bay zone where shuttles can dock
- (post "stuff" update, traders show up here)
- load citizens onto a shuttle and give it a destination friend's base
- shuttle leaves, your friend gets a visit request
- if accepted, your citizens disembark inside their base, walk around and have adventures
- eventually, they return to the shuttle and return to your base
- travelers preserve any stuff, gained experience, technology etc that they accrue while visiting another base
BASE DEFENSE
- more types of attackers show up in derelicts, docking ships, etc:
- killbots
- murderslugs
- invaders breach base walls and invade from the outside
- exterior base defenses - defensive gun batteries, shielding
- build traps to capture or kill invaders:
- tripwires that can be scripted to doors, other traps, depressurize room, etc
- laser grids
- auto-turrets
- stun nets
- brig zone for storing captured hostiles or violent citizens
- monster domestication/breeding?!?
- greater variety of weapons for citizens to wield
- flamethrower
- gravity gun (flings things/people around)
- plasma cannon (cuts through anything)
FUNERALS
- when they die, depending on religious(?) preference each citizen will either be recycled at the matter recycler, or given a "spock funeral" ie placed in a spacecoffin and sent out an airlock
- either way, a small service may be held with the citizen's friends
- attending this service raises their morale, ie if there is no time for a proper ceremony then survivors will have a harder time grieving
ROBOTS
- robots join your base as citizens
- states for robots:
- normal - subservient to organic life, perform the duty they're assigned without question, don't have a personality
- rampant - gained self-awareness but hate all organic life, they rampage and band together with / produce more killbots
- enlightened sentient - after a long enough life, they become sentient, develop personalities, change their names, live normal lives
LAWS
- ability to pass ordinances: forbid/penalize certain actions, punish or praise people
COMPUTER TERMINALS
- write Lua to script control of environment objects, robots, etc
PLANETFALL
- teleport down to the surface of planet(s) you're orbiting
- discover abandoned bases, alien life, friendly or hostile sentients
HOLODECKS
- build vast zones that can reconfigure their geometry to provide different entertainment/educational scenarios
- citizen costumes for holodeck scenarios
- holodeck malfunctions:
- glitches that partially reconfigure the geometry of your base, eg "half your base is now a medieval castle"
- holo-actors can break free and wreak havok in your base, eg "cavemen and cowboys are attacking everyone"
"HISTORICAL SCENARIO" ADDON PACKS
- props, tiles, costumes for sandbox storytelling in famous sci fi settings: alien, star wars, 2001, etc
TIME TRAVEL
- events deemed timeline-critical by the IGTTC Armistice of 7978 cannot be changed without serious consequences. however, we are pretty sure time travel armistices are for babies.