Spacebase DF-9 Wiki
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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.
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