Future development plans
Last update: 2013-12-03 16:32 PST
For a list of known issues with the current build, see our Known Issues page.
Spacebase DF-9 is a detailed simulation game, and we’re constantly improving and adding to it. Because space contains everything, there’s an almost infinite number of things we could add to the game! Because we have limited time and resources, we have to make hard choices about what’s important. Below is a giant list of all the things we might possibly do at some point.
Nothing on this list is carved in stone, and we can’t promise any date for when it might go into the game. We may decide something isn’t worth it, or an idea may mutate into another thing entirely. We’re sharing this with you because we want to give an idea of where the game is headed!
We’ve now divided our plans into three categories: things that are our current focus, things that we believe will make it into near-future updates, and things that belong in the longer term plan.
Things we are working on right now. Unless it’s part of some larger ongoing work, this may well make it into an alpha update within the next month.
METEOR STRIKES * meteors strike bases, punching holes in the hull, depressurizing rooms, damaging people and things ** not as harsh as in the Amnesia Fortnight 2012 version, we promise :] * "panic alarm" env object can be built in any zone which can be activated by player to clear room, so citizens have a chance to survive WORKOUT ZONE * place where citizens go to work out instead of just doing it any old dang place * weight machines, barbells, far future treadmill technology etc AFFINITY AI * citizens have affinities for different leisure activites, ie working out vs videogames vs wandering, and spend their time accordingly * activity affinities can appear as conversation topics CLAIM/DISCLAIM ROOMS * once a room is discovered, room inspector shows claimed/unclaimed toggle * once a room is claimed, you control it like any room you've built, citizens take jobs advertised by stuff in it, etc. citizens will NOT do work in unclaimed rooms * if a room is discovered then left unclaimed for a while, it goes "dim" a la starcraft fog-of-war * if you select a "dim" room and click "claim", one of your security duty citizens will be dispatched there and the room will only be claimed once they reach it (and the room is clear of hostiles) * if one of your citizens is in a room, it will always be non-dim, even if it's unclaimed ASSIGN PEOPLE TO ROOMS * depending on their duty and/or zone type, this can mean different things: ** assign a security-duty citizen to a room to have them guard it ** assign a technician to a room to have them focus their work on it ** assign any citizen to a residence to have them use it as their quarters
Near Future Updates
Things near enough on our horizon that we will probably begin working on them soon. While we can’t always promise these will be in the next few months’ worth of updates, they stand a good chance of it.
FOOD/GARDENS * plants in gardens produce small amounts of extra oxygen * citizens who spend time in garden zones have happy thoughts, increasing morale CARRYABLE OBJECTS * new citizen inspector tab showing stuff stashed in inventory * when people arrive, they have a suitcase (container with their stuff in it) * players build shelves for people to put their stuff on * replicator food comes in wrappers, produces waste (litter carryable) * a single item of stuff can have multiple tags describing it, eg purple, terran, fuzzy, punk rock, etc. citizens have affinities for these tags * citizens trade stuff with each other, trying to get stuff they like more * roaming traders will visit the base to trade new stuff with people ** traders enter the base and build a "trading post" in a reasonable location, people go to it * "litter" objects that citizens with low neatness personality throw away * janitors / people with high neatness pick up litter * janitors clean up bloodstains and other cosmetic damage * people gibbed by monsters turn into bits, which janitors must clean up POWER SYSTEM * "reactor zone" with fusion reactor object that produces power * rooms must be adjacent to a room with a working reactor to be powered * unpowered rooms go dark (emergency lighting) and objects in them don't function * reactors only produce X power, then you have to build another * a room's power demand is determined by its size and the objects in it * maybe make the Base Seed object serves as a low-output reactor to help players get started * power viz mode: rooms are green/yellow/red to show adequate/partial/no power, specific objects red when unpowered * factor new need for reactors into starting matter allotment BASE DEFENSE * auto turrets, placeable on base exterior or in rooms * like other machines, turrets draw power, probably a lot to make it difficult to construct an invincible amount of them BASE HISTORY SCREEN * a permanent timestamped list of important base events: citizen joined, citizen died, ship docked, first zone of each type created * in-game screenshot key that pops up a "write a caption for this screenshot" box, screenshot + caption is added to the timestamped list * base history is stored locally in save dir as HTML + linked images, each base has its own dir * base history is also mirrored on a hosted server somewhere, players can easily link their base histories MISC LIFE SIM * "skill point distribution" algo for generating skill set on citizen spawn - nobody will be terrible at everything, if someone is really good at something they'll likely be bad at everything else * citizens become annoyed if their environment is noisy (people passing through or doing stuff) while sleeping or relaxing - incentivize building residences that are low-traffic * "watch video" activity tied to monitors * high morale = skills go up more quickly * citizens put on duty-outfit when they go to do duty, remove it when starting certain other tasks (sleeping) or if it's been long enough since they last did duty MISC UI * replace global O2 capacity HUD box with O2-viz-mode-only display: X/Y capacity #s over each chunk of contiguous (ie sharing the same O2 supply) base geo * cutaway mode should work on asteroids ASSIGN PEOPLE TO ROOMS * normally, a citizen will "claim" an unused bed and the area around it ** citizens decorate their living space with their stuff (see "stuff" above) * people protect their spaces / become annoyed when strangers or unfriendly people intrude CLAIM/DISCLAIM ROOMS * if all rooms in a derelict are unclaimed+dim or undiscovered for long enough, the entire derelict "drifts away" TECHNOLOGY * scientist job * research lab zone * players choose research topics via tab in lab zone inspector * blueprints/research progress - you can only build what you've researched; you can only research what you have blueprints for ** starting lab zone offers a small (~4) choice of starting research options, eg lvl 2 recyclers ** blueprints can also be discovered aboard derelicts or brought by special immigrants * scientists can construct blueprints by doing research in labs ** research progress based on time and scientist skill * tech scavenged from derelicts can be redeemed for research progress
Long Term Plans
These items run the gamut from “this is cool and we definitely want to do it” to “we might do this someday”.
FOOD/GARDENS * improperly maintained food replicators produce bad food that makes people sick? MINIMAP * minimap display of base in lower right corner * separate viz mode toggles for minimap vs main view DOCKING SHIPS * Tetris-piece-style placement for docking ships (friendly and hostile) so that you have control over where a ship appears, making it less disruptive to base development. MULTI-LEVEL BASE CONSTRUCTION * UI for navigating multiple levels * rendering tech for showing multiple levels * build gravshafts to allow citizens to travel between levels * ability to build railings for safety? TAG SYSTEM FOR LOGS * a log message can have any number of tags, citizens select an especially appropriate one (but avoid repeating themselves) "LEARN TO PLAY" * option in front/pause menu * loads Box.sav as starting map, as opposed to normal DeepSpace.sav * "only display once" hint flag for tutorialish / first time messages TELEPORTERS * build at least two "teleport pad" objects to create a functioning teleporter * UI for selecting which teleporter goes where (dynamically changeable) * teleporter accidents: poorly maintained teleporters could hurt/kill people, scramble their brains (personality change), turn them evil (goatee Spock) METEOR STRIKES * shield generators generate shielding to repel meteor strikes (gives technicians stuff to do in space) MISC UI * ticker along bottom edge of screen showing recent notable spaceface updates * confirm + cancel for roster screen * custom viz for Construct mode - desaturate colors except for amber building color? * shift-space = max speed * up/down arrows in room centers showing whether room O2 is rising or lowering * "object condition" viz mode: color-code objects by condition, highlight technicians? do same when a technician is selected? * allow zoom in beyond min_zoom, spring back to normal min_zoom after a few seconds * make ability to rename citizens "once only" * "no power" icon over unpowered rooms (once power system exists) * little lines showing where someone is pathing to * support Mac trackpad gestures * dev shortcut list for edit mode? BASE STATS SCREEN * auto-show stats screen after base fails, ie everyone dies, "game over" state stats to show: * Matter spent * Derelicts * Hostile docking * Total docks * Non-hostile docks * Docking requests denied, accepted, forced * Room temp * Raiders killed * Monsters killed EMERGENCY DISTRESS SIGNAL * (very expensive?) object you can build that calls for rescue people / immigrants to show up and save your base BASE NAMING * when your first oxygenated room comes online, base is considered "established" and prompts you for a name STEAM WORKSHOP * built in savegame sharing! * mod support! ** "mods" subdir where user-created scripts patch base game lua files at runtime ** provide uncompiled lua source for gameplay-relevant classes, eg Character.lua, to support modders ** allow PNG sprite sheets - lower performance than tex format in exchange for easy moddability BARTENDERS * citizen drunkenness - increased by X every drink they have, dwindles to zero slowly (ie "blood alcohol") * drunk citizens more likely to make mistakes while doing duty CITIZEN FIGHTING * citizens who dislike each other enough will fight * low risk of actual death, but injury and deepening mutual hatred * security can stun violent people to calm them down, knocking them unconscious for a bit * drunk citizens more likely to fight * low morale citizens far more likely to fight MENTAL HEALTH * when morale is critically low, depending on personality type: ** sit in bed moping (how to recover?) ** become violent, grabbing a rifle if available, attacking random people DOCTORS * doctor duty and infirmary zone * doctors unassigned to an infirmary (see "assining people to rooms") patrol the base looking for hurt/sick people * citizens seek out an infirmary/doctor when hurt or sick (parasite infestation) * doctors use tricorder-like first aid prop to heal people ** better doctors heal people faster / more fully, bad doctors have a chance to hurt them * revivabed object for infirmary: only way to detect parasite infestation or cure some diseases CONSTRUCTION TOOLS * "flood fill with floor" tool, works on areas enclosed by walls or asteroid * "build circular room" tool - drag out a circular area instead of a square * filled (with floor) vs unfilled (without floor) toggle for box and circle room tools * enclosed room plans become objects in a build queue, queued objects can be reordered in priority or canceled MISC LIFE SIM * over time, citizens get nicknames, eg Bob "Sparky" Schmidt * ability to flag any citizens as hostile / suspicious (security will keep an eye on them) * citizens have to reach a locker before they can change duty * sportsball matches viewable on monitors / in pubs SOCIALIZATION / AFFINITY AI * people prefer to chat with friends, unless they have high gregarious personality in which case they actively enjoy chatting with strangers (low familiarity) * people have +/- affinities for objects and rooms with certain qualities, eg red, dark, fluffy * people have +/- affinities for people with certain qualities (xenophobia/philia, sexual preference, fashion sense) * people spread gossip about people they dislike, biasing affinity map changes against them * trends: popular (high aggregate affinity) people influence the affinities of less popular people * fashion accessories signify social affiliation, eg cliques wear the same kind of thing * new concepts (topics) are gradually introduced by immigrants and trade, eg a new fasion craze starts when a trader visits the base with slap bracelets * if morale is good, choose topics that you like, converse if morale is bad? PERSONALITY TRAITS * introverted/extroverted = how much people enjoy solitary vs group activities * gregarious/shy = how much people enjoy chatting with strangers vs friends * vindictive/forgiving = how long people hold grudges and whether they act on them * angry/peaceful = whether people become violent or depressed when morale is low * neat/messy = whether people pick up litter and spare objects vs throw junk on the floor * religious preference = whether people prefer to be recycled on death or given a "spock funeral" AFFINITY/CONVERSATION TOPICS * games * pubs * tv shows * films * sports * sports teams * music albums * songs TECHNOLOGY * starting conditions determine what technologies you have access to * take dead hostiles to research labs to study them and learn to better deal with them ** eventually, how to deactivate killbots and reform them into friendly (still scary lookin') bots "VISIT A FRIEND'S BASE" * hangar bay zone where shuttles can dock ** (post "stuff" update, traders show up here) ** "landing pad" env object needed to demonstrate footprint ** "hangar door", like airlock door but wider ** room depressurizes when hangar door is open, represurrizes when closed then people can disembark * load citizens onto a shuttle and give it a destination friend's base * shuttle leaves, your friend gets a visit request * if accepted, your citizens disembark inside their base, walk around and have adventures * eventually, they return to the shuttle and return to your base * travelers preserve any stuff, gained experience, technology etc that they accrue while visiting another base BASE DEFENSE * more types of attackers show up in derelicts, docking ships, etc: ** murderslugs * invaders breach base walls and invade from the outside * exterior base defenses - shielding * build traps to capture or kill invaders: ** tripwires that can be scripted to doors, other traps, depressurize room, etc ** laser grids ** auto-turrets ** stun nets * brig zone for storing captured hostiles or violent citizens ** monster domestication/breeding?!? * greater variety of weapons for citizens to wield ** flamethrower ** gravity gun (flings things/people around) ** plasma cannon (cuts through anything) BASE ADMINISTRATOR PERSONAS * when starting a new base, enter your name and choose an "avatar" image to represent your base leadership persona * player-selected optional goals a la crusader kings 2's "choose an ambition" ** ** each goal can be suspended and resumed at any point FUNERALS * when they die, depending on religious(?) preference each citizen will either be recycled at the matter recycler, or given a "spock funeral" ie placed in a spacecoffin and sent out an airlock * either way, a small service may be held with the citizen's friends ** attending this service raises their morale, ie if there is no time for a proper ceremony then survivors will have a harder time grieving GALAXY MAP / "NEW BASE" SCREEN * procedurally generate galaxy(!) * demarcate specific regions, gen should produce areas that feel like coherent "terrain features" a la mountain ranges, forests * viz modes that make areas with certain qualities distinct ROBOTS * robots join your base as citizens * states for robots: ** normal - subservient to organic life, perform the duty they're assigned without question, don't have a personality ** rampant - gained self-awareness but hate all organic life, they rampage and band together with / produce more killbots ** enlightened sentient - after a long enough life, they become sentient, develop personalities, change their names, live normal lives LAWS * ability to pass ordinances: forbid/penalize certain actions, punish or praise people COMPUTER TERMINALS * write Lua to script control of environment objects, robots, etc PLANETFALL * teleport down to the surface of planet(s) you're orbiting * discover abandoned bases, alien life, friendly or hostile sentients HOLODECKS * build vast zones that can reconfigure their geometry to provide different entertainment/educational scenarios * citizen costumes for holodeck scenarios * holodeck malfunctions: ** glitches that partially reconfigure the geometry of your base, eg "half your base is now a medieval castle" ** holo-actors can break free and wreak havok in your base, eg "cavemen and cowboys are attacking everyone" "HISTORICAL SCENARIO" ADDON PACKS * props, tiles, costumes for sandbox storytelling in famous sci fi settings: alien, star wars, 2001, etc TIME TRAVEL * events deemed timeline-critical by the IGTTC Armistice of 7978 cannot be changed without serious consequences. however, we are pretty sure time travel armistices are for babies.