- #1
EBENEZR
- 31
- 1
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.
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.