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Sci-Fi Survivalism Game |
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| Oct25-12, 07:42 AM | #1 |
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Sci-Fi Survivalism Game
Hey, I've been practising with 3d modelling programs and mod development and I'm looking to make a game that I've come up with a story for. Basically I'm looking for some realistic advice on what you guys consider fundamental to a game that is based in space.
The back story: In the far flung future (isn't it always the case?) attempts at geo-engineering planets and moons in the solar system have more or less left them plundered of resources, due to unforeseen costs of doing so. A large group of humanity have taken steps to become effectively nomadic, in the belief that this will avoid anybody using too much of one resource at once (whether or not this is true is irrelevant). So the player finds themselves one day, on their ship with their crew being months without passing anyone coming across a large cargo ship lazily moving through space. For whatever reason (not yet established, help beacon or damaged transmissions suggesting the cargo ship is happy for your ship to dock) the player finds themselves on the cargo ship when the docking port gets damaged and your ship, with all crew on board, gets broken away. The player finds that they are on the ship alone. The ship is failing to use its power sources properly, including oxygen-CO2 conversion, so every now and again the player must find a manually controlled cryosleep tank to rest whilst oxygen replenishes - this would effectively act as a save point. Due to low power, lights are kept at a minimum. The player has to search the ship, find out what is going on, why the ship is empty, why they're trapped, how they can do something about being trapped and what happened with their old ship. Personally, I am bored of first person linear "problem solving" (where, if you don't solve it in a particular way, you'll have to keep trying until you do - I'm looking at you, Valve, as much it is pretty annoying). Basically the only things I want controlled are the physics of the game, the "atmosphere" and the endgame. I want it to be a tense conceptual game, with tools rather than weapons. There aren't going to be any aliens. At least, if there is, nothing the player really comes across, maybe a sort of shadows and noises playing tricks on the player's mind. Furthermore, I want it to be gravity free, like it would be. padded control rooms and claustrophobic tubes. The player has to move about by pushing themselves from surface to surface or crawling through tight spaces. What do you guys think? I really want to make a space survivalism game (I've already got another survivalism in the works involving escaping a train crash, but that's another story) that really makes the players neck hair stand on end. Fighting aliens with big assault rifles isn't scary, you get used to it. To me, finding yourself alone with nothing but your own thoughts in an unfamiliar place with the feeling there is something dangerous going on around every corner that explains your circumstances, that's scary because you can't get used to not knowing something for sure. |
| Oct25-12, 01:29 PM | #2 |
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It sounds interesting. I'd set air resistance to zero, or your players are likely to spend a lot of time floating in the middle of rooms, cursing. Or maybe a magnetic harpoon so you can reel yourself in? Also, my experience of Descent was that I got lost in the 3d mazes a lot. A self-constructed map and TomTom style "turn left in 10m" navigation instructions would be worth considering.
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| Oct25-12, 02:56 PM | #3 |
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I think it sounds good. The problem is that you're going to find it a bit boring if there really isn't anything else on the ship. That isn't scary. Add the possibility or a few encounters at least :)
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| Oct26-12, 01:43 AM | #4 |
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Sci-Fi Survivalism Game(sorry if that image link doesn't show properly. I can't check it as I'm at work so the image is blocked) As I was saying, in the case of door ways and tunnels, the player can aim at the doorway, whose handles either side will cause the cross hair to change colour, and the game will know that you intend to go there so when you LMB jump towards it, when the player gets there, there will be an automatic animated pair of arms that reach out and grab the handles at which point the player can use W to go through the door, after which they'll be able to go through the room, S to throw themselves back, A & S to let go of the right/left handle (respectively) and use the corner as a jumping spot. That would really be the core "movement" mechanisms of the game. |
| Nov4-12, 11:38 AM | #5 |
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Loose ideas:
Encounters: - semi sentient (and partially insane/dysfunctional) computer terminals. - there is overgronwn hydroponic. If you eat the fruits you will see the aliens ;) - a robot with a menial function (or a toy) that terribly avoids contact but can make you mad from paranoia - chat (with predefined answers with a computer psychoanalytical program that would try to keep player character optimistic and give surrealistic advices like: "wait for an emergency team" or "You should think about improving your relations with other members of crew. Try for a while to see everything from their perspective") As additional attraction add a bathroom with a space toilet. ;) To make it scary? Add some bodies? Or other remains of the previous crew (like abandoned in hurry stuff, used emergency equipment) Concerning oxygen - assuming that at start the amount is breathable and there are big enough spaces, there should be quite plenty oxygen for one person for many days. However not for months. (so frequent hibernation might be an exaggeration which you might need for story purposes) So you might freeze your character and have him deforsted in different conditions (like auto defrost in case of emergency) Add visions and hallucinations. That can be scary but still remains hard SF. |
| Nov7-12, 04:09 AM | #6 |
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| Nov7-12, 01:33 PM | #7 |
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I'd try to rephrase:
This, terribly unscientific site estimates amount of oxygen used per day at 550 litres of pure oxygen. http://health.howstuffworks.com/huma...question98.htm 2% concentration of carbon dioxide cause dizziness, but is not deadly http://inspectapedia.com/hazmat/CO2gashaz.htm Consequently, roughly counting, a person would need to use 550/2% =27 500 litres of air (assuming composition from earth atmosphere) per day. In other words 2,75 m^3. How big is the ship? Lets assume 10 chambers, (still boring size ;) ) each 4m*2,5m*2,5m =250m^3 So enough oxygen for 90,9 days, before your astronaut would start feel really unwell from carbon dioxide. And he would presumably still have more than a moth to live... Assuming that you are unwilling to apply here some useful for story purpose departure from laws of science, I have different idea, how to: -both make the player frozen from time to time; -make than in realistic way. Assumptions: - no abominations likes FTL ;) at least for his ships; - he has limited delta-V so can only slowly move towards his intended direction; (which would be years away) - he has no reasonable chance to call help that would reach him reasonably soon (whichever reason, damaged transmission equipment, his life not worth risking lives of rescue team) Outcome - he has to be hibernated and the ship computer would defrost him only in case of emergency (like fire, and because the process would last a while the fire would have a chance to spread a bit...). Then he can roam through the ship as much as he want, though, fully realistically, nothing interesting would happen for next 9 months... So the only reasonable step would to cryogenic chamber and wait for next emergency By occasion - crazy idea - he has to first repair the leak in reactor. He does not have equipment for proper decontamination of the contaminated part, air in is to precious to be jetonized, so the only way is wait frozen for half lives to pass... :D :D :D |
| Nov7-12, 05:38 PM | #8 |
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I think that your two biggest issues will be as follows:
1.) Managing to keep the game suspenseful/scary/intriguing without the usage of any direct contact with enemies or other living personnel, and 2.) Making sure that the player has some sort of knowledge that they are in fact making progress in the game, and not just aimlessly wandering around a ship looking for clues. I like Czibor's idea of having dead bodies; that obviously will allow for the player's imagination to run wild, wondering whether it was a human vs. human quarrel, or possibly human vs. extraterrestrial contact that caused the death. I'm thinking that having the occasional object fly past the player, shooting across the screen at random times, would be a nice addition. This could contribute to the psychological aspect of it, making it seem as if the character is in fact losing his mind, because either that object was a figment of his imagination, or was moved by something or someone, which would also add to the suspense. (Don't make it too similar to Dead Space, with obviously wacky visions and alternative realities, but enough odd occurrences can really make it scary). As for making it apparent that the player is making progress, I myself like the idea of having certain parts of the ship entirely blocked off from the character (at least until he can figure out how to get there). Try to give those sections a certain illusive and mysterious vibe, therefore allowing for the player's curiosity to drive them to find a way to get to that section of the ship, rather than having an arrow and an accompanying description making it obvious. The further that they progress in the game, the more they should learn. Audio logs, notes, even just observational clues (seeing dead bodies,etc.) should contribute to either the suspense of what has happened on that ship, or should add to the player's knowledge of what actually happened. Do you have anything more to your story, or is what you originally posted about it? I feel like, if you want an extremely engaging ending, you would find some sort of sinister, extraterrestrial happening that almost entirely wiped out the ship and its people. You manage to find an escape pod in one of the closed off rooms, and program it to take you back to Earth. Once you arrive, you find it completely devoid of any human life...... EDIT: For that last ending to be somewhat realistic, I think that a somewhat large amount of time has to have passed. Maybe the player gives up hope, and decides to wait it out in a cyro-chamber. Then, possibly a large asteroid, or some other natural or mechanical disaster occurs on the ship, waking him from his long sleep, as he frantically races to an escape pod, leaving en route for Earth. |
| Nov13-12, 02:12 AM | #9 |
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Sounds pretty good to me actually. The player could use whatever means they have to get gravity working on the ship, restore oxygen, attempt to send out a signal, open/close airlocks and whatnot. How would one accomplish these tasks though? It seems a bit silly to send the player on a quest to "unlock the forward hatch" only for them to arrive there and solve a switch/lever/block-pushing puzzle.
The premise of the game sounds awesome though. I am a huge fan of survival games, and star trek, so combining the two sounds fantastic to me. |
| Nov13-12, 11:58 AM | #10 |
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One more idea - the dead bodies should float in zero g. That's scary...
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| Nov13-12, 12:36 PM | #11 |
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| Nov13-12, 02:56 PM | #12 |
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I want to avoid cliché shadows "running" along the walls, because there is no reason to believe ETL will move or behave in a way we expect it to. I'm think a possible experience, such as sudden drops and peaks in temperature, or flashes of luminescence or something electrical - something that could be seen as more biological in nature without being remotely anthropomorphic - something the player can tell is not just the ship playing up but is distinctly different, maybe the ETL bends light when it travels so vision is warped if you think you're directly looking at it. I must confess, I have not played Dead Space, or really many games for a few years. I've not found them interesting enough to pay the quantities they expect (particularly as a student). Haha, yeah I want it to be fairly "open world", but restricted to a spacecraft. That is, not linear and not being effectively pointed or shoehorned into a path, which can take a lot of fun out of an otherwise immensely fun game. Your second paragraph has summed up the fruition of the experience: learning, investigating and surviving! I saw this and was taken aback. I honestly hadn't put much consideration into the ending. That isn't to say I don't care, I was still working on it and I am a perfectionist, I won't settle for the first draft. However, the idea of coming back to Earth and finding it devoid of life is a fantastic one, hope you don't mind me working on that one! It also leaves the story open up for a sequel :P |
| Nov13-12, 03:01 PM | #13 |
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Thanks :) I really hope it will be awesome. Not wanting to blow my own trumpet or anything but I was quite impressed with the idea I came up with and I do feel I have a knack for immersive stories and ideas haha. |
| Nov14-12, 10:08 AM | #14 |
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First - make the whole hibernation look as non-trivial medical procedure. Show that the character is inserting in to his veins a peripheral venous catheter. (if you are malicious make it a mini-game - hit the vein... ouch... you will have a bruise... try again... ;) ) Then show that the character is putting on some kind of anaesthetic /oxygen mask (yes, if we see from first person perspective that should be visible) Then make the reality a bit blurred... Make it clear that freshly defrosted person might be a bit disoriented for a while and that's a common side effect, especially if the whole procedure has to be done in hurry. Let's say according to standard procedures such person is supposed to be examined by a medical personnel. Nevertheless, there is emergency procedure (or procedure to defrost the doctor first if whole crew is frozen) - the person is restrained at start, however is supposed to solve a simple quiz, to check whether is already concious enough or not. (you have another mini-game) Ok, some time has passed. How to show that? -hydroponic - the ship should be able to produce its own food. Let player to restart it with a few plants. When he is concious back show that he has a jungle in one of the chambers. -moving cargo - one small robot and whole cargo to be moved because of some reasons. Or setting robot to sweep all the mess. Make that done. -what if the computer is idiot proof and simply don't let a person into a contaminated room? Wait for the half lives to pass... After the person is defrosted a new chamber will be opened which would move the story further. EDIT: what about if ship is already moving away from Earth... and there is not enough deltaV to change that? However, actually there is an abandoned research space station and there is enough deltaV to go it and there should be some fuel... Merely aliens? What about some kind of cover up of a scandal? I dislike huge plots as unrealistic, however sabotaging the ship to collect fraudulently the insurance is another thing... |
| Nov14-12, 01:41 PM | #15 |
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| Nov19-12, 03:41 AM | #16 |
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That's made me think of something else: what if the player gets a gizmo to calibrate. When they arrive on the ship, the player loses their sense of orientation because their gizmo is calibrated to the spacecraft they were on which, after a while, greys out because the player becomes so distant from their craft. As the game gets harder, they are given a little assistance with the opportunity to calibrate their gizmo to the ship, which has a "front", "back", "top" and "bottom". It doesn't tell them where things are, more its just a compass relative to points in the ship. They could stumble upon the room that enables this or, at some point, unlock a control room to calibrate (which involves them scrolling about a screen clicking on points to define locations for the gizmo). However, the possibility of a full scale nuclear problem could be viable nearer the end of the game. If there is a problem and the player refuses to do something about it (trying to contain the problem by shutting off rooms) then eventually the whole ship becomes contaminated and the only option is to get onto an evac pod. Of course, the closer they get to Earth, thus requiring they survive on the ship, the better their survival rate if they put off using the evac pod until the last moment. |
| Nov21-12, 04:01 PM | #17 |
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Or maybe switching on engines is easy, however, anyway the character would be defrosted by his computer for dealing with emergency... Failing to deal with it... realistic game over with stating the reason of death... Part 1 - roaming the ship, repairing hydroponic, etc. Freezing and defrosting Part 2 - entering a few rooms that were earlier inaccessible (contaminated), switching on engines Freezing and defrosting Part 3 - emergency related to the engines Freezing and defrosting Part 4 - emergency related to landing |
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