More Video, With Explanations!

Some of you rightly pointed out last week that the video leaves a lot to be desired in terms of context. So today, I've recorded a longer video where I explain a bit more about what's going on. So without further ado, context!

Explain yourself, dcfedor! And as always, let me know if you have any questions or comments!

Comments

spacecowboy's picture
spacecowboy

Hearing you explain stuff was very pleasing. I hope that doesn't sound creepy at all but I loved listening to you explain what you were doing. I think this prototype is coming along nicely even if it's really early in it's stage. Plus, building things and all that. I love that kinda strategizing what will have to fit where. I'm guessing we'd be limited by the space budget too for added challenge maybe? Lmao. :)

dcfedor's picture
dcfedor

Ha ha no, not creepy :) And yeah, I'm really into games where placement and planning are key. That, and "build it then watch it go."

As for the limited space, I'm hoping the challenge will be implicated by the size of the ship vs. the cost of operating it. So while there's no artificial limit imposed on the ship's size (e.g. 50x50 tiles), the larger you make the ship, the more stuff you'll need to install to keep it working. Plus more crew, supplies, fuel, etc. So there should be a nice, built-in pressure against being too big or too small. And if you want challenge, just go bigger or smaller :)

Dan Fedor - Founder, Blue Bottle Games

Malacodor's picture
Malacodor

Please keep placing stuff on space tiles in and let the game automatically put a floor beneath it. Or just include floor tiles graphically in everything, that needs floor anyway. This would be useful for both of us ;-). Regarding pipe/wire placement, I suggest to use the same system as WTF.

Ran around with a clown mask before it was cool

dcfedor's picture
dcfedor

Yeah, there will definitely need to be more "creature comfort" UX enhancements as the game is developed. Especially for tedious requirements that can be automated.

In this case, the only reason floor tiles are separate from walls/etc. is because I expected the user might want to customize which ones to use. But it seems reasonable to assume certain pieces that require floor can have basic floor installed by default, and the user could modify them later.

As for WTF's wire/conduit placement, do you mean being able to drag across multiple tiles without mucking around with L-curves and junctions?

If so, I think I'll probably do that. Although again, fine-tuning is probably necessary in cases where a user wants a conduit to simply pass adjacent to an item rather than connect to it. So it might be that the game lets the user "rough draft" conduit lines that can be later refined.

Dan Fedor - Founder, Blue Bottle Games

Malacodor's picture
Malacodor

As for WTF's wire/conduit placement, do you mean being able to drag across multiple tiles without mucking around with L-curves and junctions?

Yes, but there is no auto-connect. Junctions are made by dragging to or from existing lines, so creating unconnected conduits next to each other is easily possible. Also, clicking without dragging creates a four-way intersection, which equals your junction box.

Ran around with a clown mask before it was cool

dcfedor's picture
dcfedor

Ah, I see. That does sound convenient. I'll make a note in my list of future features. Thanks for clarifying!

Dan Fedor - Founder, Blue Bottle Games

matsy's picture
matsy

Nice to hear the voice behind the blog after reading it for years!

Looks like you may want to fix the door / floor bug!

I just wondered what your thoughts were on how resources/costs will work in the ship building and such?

dcfedor's picture
dcfedor

Resources and cost will have to be determined. However, my instinct right now is that spaceships should be nearly impossible to afford wholesale. Whether built from scratch, purchased new, or used, a spaceship is going to mean multiple lifetimes of salary.

So private owners that are "in the clear," financially, will be a rarity. Most ships will belong to larger organizations and the ultra rich.

That said, there are other ways of procuring a ship. And I'm thinking the player will probably start in one of the following ways:

  • with an inherited ship.
  • by stealing a ship.
  • with a heavily mortgaged ship, possibly beyond repaying.
  • with a scrap heap the starting crew was able to make space worthy.
  • with a ship on loan from some powerful organization, with strings attached.

In all cases, they'll probably be modest ships at the start of the game, and the player will strive towards modding them or replacing them with something better.

I have to figure out where the building/design phase happens, as that's a big part of the game. And maybe the game starts with building or choosing a modest ship, so there's a taste of it early on. Then, later on, the player can spend more money buying, building, or otherwise designing a better ship.

Dan Fedor - Founder, Blue Bottle Games

matsy's picture
matsy

They all sound really good ways to go with!

I guess with the design/modding stuff. The cheesy thing to do would be starting quests E.g. random starting quest 1, airlock has blown and decompressed half the ship. We need to get to a dry dock to fix it to be more resilient. You would then partial enable the editing mode for walls and doors or something.

Obviously annoying for experienced players who want to dive in but maybe you could just have it so it unlocks for the long term once you have done it once.