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Sci-Fi Survivalism Game |
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| Nov22-12, 07:07 AM | #18 |
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Sci-Fi Survivalism GameI need to do research on propulsion systems, such as VASIMR, and it may well be that any chosen propulsion system will affect issues faced such as potential radiation leaks. On another note, it may well be that a room only remains inaccessible for a period whilst highly dangerous radioisotopes are quarantined and stabilise. After which point, the hallway into that room is kept as an "airlock" and to access the room through the hallway, the player has to find and get into a special hazmat suit to clean up the remaining long lived actinides. They don't have to do this, but they are unable to access the room until they are in the suit as the computer system won't let them through without the right protection. |
| Nov28-12, 01:43 PM | #19 |
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| Dec26-12, 10:04 AM | #20 |
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The Helios probes, sent in the 70s, maxed a speed of around 250,000km/s, which is not far off 0.1c, so I don't think it's a ridiculous random speed to choose for a not too distance future spacecraft. I've been writing the chapter by chapter progress of the game, to ensure there is always something to do (with a "random accident" function, sometimes a false alarm (malfunctioning onboard computer, sometimes real) and there are about 20 stages in total, if I split it into four stages per chapter, that's five chapters... one could easily set a chapter per month. I think with only five chapters, that'll allow the game to be short and sharp enough to avoid boredom, but pack enough suspense in to make a game worth playing. I'm looking on knocking up some 3D models for the interior parts, such as doorways, rooms, and eventually the whole thing. The layout of the ship will obviously depend on the route of the game (no point having them all muddled up and inaccessible and creating a paradox of "I need to access that room to finish the chapter, but I can't access it until I've done something that is a part of the next chapter" sort of thing. |
| Jan1-13, 01:48 PM | #21 |
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By occasion - one more idea. Assuming that conserving fuel is the priority - what about a puzzle - not enough fuel for any path back to Earth... However, its possible to jettison a few modules of the ship to reduce its mass which should do the trick... But the computer forbids to jettison undamaged modules... Unless there is a dangerous fire there... Hmm... Where are the matches? :D It is not obvious idea... and would save precious place in your RAM. |
| Jan6-13, 06:56 AM | #22 |
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| Jan8-13, 03:40 PM | #23 |
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| Jan8-13, 04:11 PM | #24 |
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Just a point...If you are going to spend the money to build an AI, you'll probably spend the comparably tiny amount to upgrade the user interface so the crewmember can also, in addition to (likely) being able to type questions or recieved typed answers, verbally communicate with the AI. If I am working on repairing an intricate circuit board, I don't want to have to take my eyes off the little bits and pieces to read a screen. I'd rather the AI simply say, "...Solder wire RZ-14 to Port 12 on Slot A...", or better yet a combination of the two.
I can't imagine that a real life designer of an AI would not include the option to communicate audiably. (Though, I suppose the AI might itself consider audiable interaction a waste of energy in an emergency situation. However, I can't see that extending your battery life too much, considering the draw of other systems) |
| Jan9-13, 10:55 AM | #25 |
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I also wanted the player to feel there was some company on the ship, but the only friendly company was not very human. Maybe it is on text mode from the beginning and the player, if they want the spoken version, needs to get it set up and will be able to do so at some point in the game, as if because of an emergency before he arrived, the software had been removed and put away by the previous crew. |
| Jan12-13, 03:56 PM | #26 |
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(and repair with duct tape? :D ) It would look cool - great mainframe, and actually all crucial functions and calculations can be done by a minor device that is mostly used for fun. It would also explain why the system in late XXI century looks so crude. |
| Jan25-13, 08:33 AM | #27 |
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| Apr5-13, 10:26 AM | #28 |
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Perhaps the player must go on spacewalks (something happened to the robonauts) to fix something, staying inside the shadow of the radiation shield, watching his/her dosemeter at the same time. The closer he/she got to the shield, the higher the reading would be and the faster he/she would have to end the spacewalk. Not to mention limited reaction mass for the MMU. Use up MMU propellant stores and the player will have to find another way to fix the problem.
If he/she exited the shadow of the shield...well...maybe barf splatters the screen? http://www.projectrho.com/public_html/rocket/index.php If you haven't gone to this site before, it'd be a good idea to do so. This guy has tonnes of stuff about rockets. |
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