No.58
>Type:
Survival IN SPESS
>Feel/Inspirations:
similar to every other survival game like rust and minecraft, only you're on a spaceship falling through the solar system. instead of using raw materials to build stuff, you're limited to what you have onboard.
>Description:
you're the only survivor of a catastrophic failure onboard your spaceship, everyone is dead and you're not going to be in a position to get help for at least another year when your ship finally makes its way back to earth after making several slingshot maneuvers around various planets in and around the solar system. you, the player, are stuck in a metal tube, the only human being for more than 600 million kilometers, and must keep your mortally damaged ship from falling apart for as long as it takes to return to earth. over time you learn and piece together what happened to the ship.
Core features:
the crafting system would be the most important. unlike other games you're not working with raw materials you have to mine and smelt; everything you need is already made and is lying there for you to use. as the player, anything and everything can be repurposed into some contraption to allow you to live another day. pic very, very related.
second to the craftion is the diagnostic side of the game. before you fix anything you first have to know what's broken. this can be a simple as following the loose debri floating towards the hull breach to it can require you hooking a multimeter up to it and comparing the range tolerances in the repair manual.
>In-depth:
i first got the idea for this game back when i played moonbase alpha for the first time. i thought "wouldn't this be great as a survival horror game?" and started brainstorming from there. my big limit was i just didn't know much about game design and thought i wasn't cut out for it, until i realized just the fuck today that my dumb ass has been playing around with blender for the longest time and this is actually a game engine, lol.
>Permanents:
the jury-rigging(crafting) system is central to the game.
the atmosphere is meant to explore the effects isolation, sleep deprivation, and high stress have on a person's mental state. ergo, the horror aspect of the game comes from being the only living person in 600 million km, in an aluminum can practically held together with duck tape and a prayer, with less than six inches of sheet metal, tin foil, and foam between you and vacuum, and the only noise on the radio are the creepy fucking sounds of space. naturally as the game progresses the player character starts hearing other, less natural sounds, as well, and the exact cause of the disaster is something that gets explored as part of the game.
as an aside, i want this game to give people a reason to learn about cool shit, like space and the tools used, i want to replicate their correct operation as much as practical. for example, i want the player to have access to a MIG welder, that he can control the voltage, polarity, and wire speed and diameter; all of which factor in to producing a good weld in real life. different objects require you to set the welder differently, all of which could be set to hotkeys so the player doesn't need to manually enter the settings every time he wants to weld.
another example of this; it should be easy as hell to replicate how electrical systems work to enough of a point where the multimeter can function similarly in the game as in real life. so the player ends up learning a bit about both welding and electrical systems.
>Help & brainstorming:
mostly i'm looking for help in realizing this stuff. like advice on coding and the like.
No.223
red faction guerrilla physics engine.
No.246
>>58
Aren't they making a game like that for the oculus?
IIRC its on a space station
>>223
Nice maymay