This file is a place for planning and documenting the game design.
# Why I made this game
As a long-time fan of space sci-fi, I had this space itch that none of the existing games/media could scratch so far. I wanted the sense that I'm really out there in space myself, in a non-sugarcoated way. I wanted to feel the harsh reality of the vacuum. The mind-boggling scales. The emptiness, darkness, danger, loneliness. The beauty of outer space. The coziness of the self-sufficient space vehicle that provides me with all of life's necessities. The pleasure of meeting other friendly faces in the void, extending hospitality to each other. The freedom to wander the open world wherever I please (and where my vehicles are able to take me). The exploration of a frontier. Being able to carve out a little space for myself that I could call home. And sometimes simply a place where I could just chill after a long day of work, stare at the stars, and drift through nothingness. All of this in a way that respects the player: no addictive game mechanics, no microtransactions, no DRM, no excessive strains on the hardware, no time-wasting mechanics, and ideally, being free open source software, so I can truly own the game, and customize the parts I don't like.
There are many games out there that provided me with some of this: FTL, Outer Wilds, Mass Effect, Space Haven, Δv, Elite: Dangerous, ... but invariably they fail in some way to scratch my itch, and so I set out to give it a try of my own.
# Design Goals
We are not quite there yet, but this is what I'm aiming for:
- Utopia
- A depiction of the future where contemporary problems have been solved
- Depth
- Deep conversations with NPCs
- Beautiful scenery
- Detailed environment
- Detailed survival mechanics
- Curiosity-driven game progression
- A story that serves mostly as the vehicle for describing the environment, similar to Disco Elysium
- Realism
- Very few deviations from a real simulation of space
- Conserve the vast scale of space (unlike Outer Wilds)
- The rings change over time, as different parts orbit at different speeds.
- You are nobody special, no hero that saves the world, just a normal, flawed, boring person exploring space
- Freedom
- Ability to choose which aspects of the game one wants to engage with
- Ability to go anywhere (within the limits of realism)
- All source code and assets are ["free" as defined by the FSF](https://www.gnu.org/licenses/license-list.html)
- Obviously, space as a whole is not exactly wholesome. Space is a death trap. This should still be felt by the player, it's a space simulation after all.
- This one is really tough though, because a lot of fun comes from being able to unlock things like suit upgrades, radio stations, phone numbers to call NPCs, etc.
- Maybe just a minimal savegameoid which is just a list of things that have been unlocked, which can be reset from the menu easily?
- Packaged for major Linux distributions and gaming environments
- Key-bound actions should be accessible via menu items, with their keybinding visible in the menu item description
- As easy to get in to as `Solitaire.exe`
- Aspects of Roguelike games
- Permadeath, with so many ways to die
- Non-modality (e.g. conversations don't "pause" the game and don't lock you into a "conversation mode")
- Emergent gameplay from a variety of interacting game systems
- Resource management for survival [though this can be disabled with cheats]
- Nethack-like "record" that tracks how players died and what they accomplished
- Still pondering if procedural generation is a good idea. I'd rather want the player to get acquainted with a hand-crafted, unchanging environment. Though one way to spice things up could be to let the planets/moons orbit in real time, and starting the game at different times (or playing for a long time) will produce a different environment according to real orbital movements.
- Minimalism
- Small game binary size
- Small git repository size
- Minimal resource usage
- Minimal dependencies
- Simple game systems, but many of these, to give rise to emergent gameplay
- Simple code
- Customizability
- Easy modding
- Any state/config files should be editable with a simple text editor
- At any point in the game development process, the game should be polished enough to provide a smooth, enjoyable gaming experience for the target audience.
- Branching off the main branch to add more complex features is fine of course.
- If game development would end right now, it should be plausible to claim that the game is finished and the planned features were simply out of scope.
- How to tell a deep story with permadeath without getting repetitive?
- To be solved...
- How to travel to far places without wasting player's time?
- Skipping in-game time, with bus stations and cryofreeze
- Incredibly high speeds through unrealistic g-force tolerance (rather not)
- "half-cycling" the brain of the astronaut: entering a sleep state where the player unconscious 99% of the time, only experiencing 1% of the moments consciously, giving a perception of time lapse. The suit computer could take over the controls during the time when the player is unconscious
- Continue simulation after the game exits, so if the player wants to travel far, they have to stop playing for a couple hours, to resume playing at the destination. (rather not)
- Totally insecure about her job, since she has no formal education as architect, she's just winging it, but the monks will need a 100% functioning home to survive
- IT Security nerd
- Operates a synthwave radio station, piggybacking on the communications infrastructure
- Space dogs + cats. Definitely space dogs + cats.
- Life forms that have adapted to the vacuum of space, perhaps some gigantic space-radiation-eating monsters with light-eating leaf-like appendages that move slowly
So far, nothing on the outer (Galileian) moons is planned, but they're not as far away as it seems. A trip from Thebe to Io can be faster than to Amalthea.
Clippy™ Convenience Companion is a self-assembling, self-replicating, highly modular being that emerges from the collection of individual Clippy™ cubes.
These cubes are interchangeable, solar panel plated, driven by strong reaction wheels, and connect to each other through powerful magnets along the surface. A sensor array picks up various EM frequencies and a camera image through the plating. There are no moving parts on the outside. Individual cubes are able to transfer electricity to connected cubes, as well as transmit information wirelessly.
The shape of a Clippy™ can change quickly to solve a variety of space problems. Off-the-shelf plug-and-play Clippy™ modules further enhance their agency with additional tools, such as propulsion modules, sensors, or manipulators.
A Clippy™ Convenience Companion will broadcast an Augmented Reality overlay that resembles a face, in the somewhat antiquated "kaomoji" style of the late 1900's, typically a friendly face to instill trust and kindness in viewers. How a unified persona with aligned intentions emerges from the interactions of the individual Clippy™ cubes is, as of writing, still subject to debate.
Clippy™ is inspired by [self-assembling cube robots](https://www.youtube.com/watch?v=hI5UDKaWJOo), by the [paperclip maximizer thought experiment](https://en.wikipedia.org/w/index.php?title=Instrumental_convergence&oldid=1210129297#Paperclip_maximizer) (which is also the source of the name), by [Star Gate's Replicators](https://stargate.fandom.com/wiki/Replicator), and finally, by [Fallout New Vegas' "Yes Man" robot](https://fallout.fandom.com/wiki/Yes_Man).
### MeteorAceGT™ Sports Racing Capsule
This icosahedral sports spacecraft is designed for maximum stability and maneuverability at high velocities, not only in vacuum but also in thick atmospheres. Strong reaction wheels allow perfect control of spacecraft rotation, and allow you to land the spacecraft safely on any planet or moon. Powerful nuclear-powered electromagnets shield from ionized particle radiation, allowing you to surf the clouds of Jupiter safely, with the spherical shape providing maximum structural integrity.
The excessive forward thrust will get many pilots to pass out, while using close to zero propellant thanks to the advanced ion engine array. No dedicated backward thrusters are available for structural integrity in atmospheres. This is compensated by the sideways thrusters, which are mildly inclined to the forward direction, providing a small amount of backward thrust.
The design of this racing capsule was inspired [Shotaro Kaneda's motorbike from Akira](https://akira.fandom.com/wiki/Shotaro_Kaneda%27s_Bike) and by the [orbital module of the Soyuz spacecraft](https://en.wikipedia.org/w/index.php?title=Soyuz_%28spacecraft%29&oldid=1218141107#Orbital_module).