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General Spacebase DF-9 Thread

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i did some fanarts to Autonomous, so i decided to do some for Spacebase DF-9 too :)

Spacebasedf.png

- Cellusious

This is awesome! Nice work Cellusious!

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:)

my thoughts when i heard the idea was a semi-realistic space management game, build your base as big as you want but bigger makes it harder to fulfill all the inhabitants needs and that causes more problems, till the space base itself blows up, no aliens or combat, just you and your inhabitants. Looking forward to play anyhow :)

poster sized;

doublespace.png

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Hey guys,

I'm not really a forum kinda guy but watching the feed I was struck with an idea that might work for the game. Perhaps docking ships that have specialists on board, such as medical or scientific staff. These ships will also come with specialist equipment. Perhaps these can then stay docked and become in themselves a permanent specialist building. This then brings with it it's own challenges and rewards. Such as how to keep these running and attaching them to your current infrastructure.

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I was just browsing tumblr from a game designer(Whintney Hills) I saw on twitter and found this on her tumblr and it SCREAMS space base. Figured the team might like it as well, btw her blog has great environmental reference all over it!

Update: Oh here is her blog url: http://www.dead-reckon.com

tumblr_m4rhp47QDo1r0q21io1_r3_1280.jpg

tumblr_m4rhp47QDo1r0q21io1_r3_1280.jpg.8

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I've been obsessed with the concept of space and what we'll do when we're up there since about age 6. I've been playing space games since Codename Mat/Moonfall/Earth Orbit Station on the Commodore 64.

I think being able to design motifs for your individual round could be fun - somebody designing a space prison would come up with something very different than somebody designing a space hotel. I don't think you need to get down to the minutia of the objects - just a few simple things like being able to lay out different types of hallways and public spaces would suffice.

I always imagine crewmembers as employees for a Space Corporation. I'd like to see demotions for the truly inept [a geneticist turned space miner turned cyborg part manufacturer turned sewage technician turned assistant assistant] as well as people manipulating their way up the ranks.

Part of the fun of Dwarf Fortress is expanding despite outside forces. I imagine infiltration by shapeshifters/spies/bandits/space commies could provide friction. For example, if a few crewmembers are sent on secret missions to kill a target or sabotage the engines, the player could choose a side or prevent anything from happening. Maybe the player has to protect the ship's captain, or the cargo supplies, or other random mission objectives that serve as an extra little impetus to interact and respond to threats.

Much like SimCity, disaster options could be interesting. Turn off Atmospherics and watch people slowly suffocate to death. Turn off deflector shields and watch meteors rip your station in half. Malfunctioning teleporters release a plague of multidimensional space bees.

I don't know how much the player is supposed to be like the ship's AI or just a distant god figure. If AI, having cyborgs and robots to destroy the world could be interesting. Cleaningbots try to scrub the bacteria off everyone, effectively devouring their skin in seconds before a janitorborg throws the writhing bodies into the incinerator. Chefbots throws people into a food processor and sells harvested organs.

Anyway I'm excited for DF-9 and hope all the best.

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For example, if a few crewmembers are sent on secret missions to kill a target or sabotage the engines, the player could choose a side or prevent anything from happening. Maybe the player has to protect the ship's captain, or the cargo supplies, or other random mission objectives that serve as an extra little impetus to interact and respond to threats.

Much like SimCity, disaster options could be interesting. Turn off Atmospherics and watch people slowly suffocate to death. Turn off deflector shields and watch meteors rip your station in half. Malfunctioning teleporters release a plague of multidimensional space bees.

I don't know how much the player is supposed to be like the ship's AI or just a distant god figure. [...]

That's great stuff. Interestingly, this kind of brings the AF concept of Milgrim into the realm of Spacebase. Your ideas immediately made me think of the player as a potential HAL 9000 kind of operator who is presented with the option of "solving" various challenges - such as the preventing of a band of villains (or "heroes"!) from achieving a goal ("I'm afraid I can't let you do that, Dave")

Now, the AF scope of Spacebase is probably pretty much set in stone now - but should the game continue to be developed it seems to me the game concept lends itself very well to all sorts of themed challenge variations such as this acting as DLC "plug-ins" to the game.

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http://doublefine.tumblr.com/post/37078075831/spacebase-df-9-project-lead-jp-lebretons-early

Can I just say that this idea is $#@(ing genius? It's humorous and cute, and instantly presents feedback in a context that's familiar to just about anybody of this generation. I found myself instantly relating to this little character because I can totally see some of my facebook friends posting those exact statuses.

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http://doublefine.tumblr.com/post/37078075831/spacebase-df-9-project-lead-jp-lebretons-early

Can I just say that this idea is $#@(ing genius? It's humorous and cute, and instantly presents feedback in a context that's familiar to just about anybody of this generation. I found myself instantly relating to this little character because I can totally see some of my facebook friends posting those exact statuses.

Thanks for posting this. I just got really excited about the game.

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I was just browsing tumblr from a game designer(Whintney Hills) I saw on twitter and found this on her tumblr and it SCREAMS space base. Figured the team might like it as well, btw her blog has great environmental reference all over it!

Update: Oh here is her blog url: http://www.dead-reckon.com

We know Whitney! She used to work at Double Fine!

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I was just browsing tumblr from a game designer(Whintney Hills) I saw on twitter and found this on her tumblr and it SCREAMS space base. Figured the team might like it as well, btw her blog has great environmental reference all over it!

Update: Oh here is her blog url: http://www.dead-reckon.com

We know Whitney! She used to work at Double Fine!

That explains why she seems awesome! I figured the DF folks knew her some how, on twitter it said Greg is following her, that's the reason I mentioned the name. :P

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I saw in the new episode that Jeremy is a Richard D James fan!

*high five post*

I could see Aphex Twin being suitable music for a space sim. (Not that I don't like Remo's music!)

http://www.youtube.com/watch?v=RhHkUg-QCwk

Though I guess it would be hard to implement Remo's cool idea of having certain types of sound effects become part of the music if the music was as full of sounds as a typical RDJ tune. xD

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space-station-6.jpg

One of the first things I notice when you were showing the concept art was how all the 'space stations of the future' tend to have the torus/halo shape going for it. Considering the whole space motif, I couldn't help but wonder how interesting it would be to actually have your space base represented like that in game.

Like when you try to scroll left or right when viewing rooms in your base, instead of just shifting the grid left or right the camera would rotate along the radius of the torus, while moving up or down would move you along the length. Zero Gravity would allow rooms to be above and below one another in the world space, with the player camera in the center looking outward at one side at a time. The space simians could walk in the left direction and come back to the same point you started at, or do the same walking forward since the circle comes back around.

Of course actual game play couldn't view the entire space at the same time in the grid mode and the view space would still be 2d, but I wonder if camera tricks could be used to give it that feeling. And that type of cylindrical shape would give it a different building feel then typical flat blueprints in dwarf fortress style games; and allow for the player to build potentially unique structures given that different cyclical space to work in.

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It's a UI Remix!

I did some other color variations but this one is looking the best so far.

spacebase_ui_remix_a1.png

spacebase_ui_remix_a2.png

spacebase_ui_remix_a1.png.1d760e5f986ac9

spacebase_ui_remix_a2.png.e2cf4f2ab40464

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I decided to pitch in and add some pixel-y texture. Also toned down the browns.

x811pqzn.jpg

x811pqzn.jpg.d90df231b4f2e94518c232515d9

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I had a fun Spacebase idea: A head that's a small alien sitting on a chair and controlling the body somehow (like from the first Men in Black movie, except not hidden). I'm not sure if it would fit in well with the other character designs, but it would probably look hilarious.

EDIT: Just saw on the livestream that Say Oh is way ahead of me with an even more awesome idea! Very excited to see it in the game! :)

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Watching the livestream, what sold me on Space Base was actually the stories people were telling afterwards. The murdered loose on the ship, locked away before you are forced to let him back in the public to try to heal a plague is such a cool idea.

I want to see a little more of the Dwarf Fortress style gameplay that was conceptualized (kind of like the above story), but if this game can get that response simply with a prototype then there might be something great to mine here.

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Great work guys! Can't wait to play with it. There's so much room for this concept to grow awesomely, in so many possible directions, if it turns into a full game. DF doing sim games = yes please.

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Hey guys, I'm looking forward to spacebase df9, but if you need something to play until tomorrow heres a tip: Startopia is available at gog for 3 bucks at the moment!

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Looks like Spacebase really allows for some serious messing around to craziness just to see what happens and the UI seems really intuitive and easy to pick up, which was my biggest fear. So in terms of concept... making a dwarf fortress like game that a casual player could enjoy, they did their job, at least from the stream it looks like it.

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Have you guys ever heard of Prison Architect by Introversion? The guys that did Uplink, Darwinia and DEFCON. It´s in Alpha currently and goes somewhat in the same direction as the Prototype Demo seemed on stream (it´s not exactly the same since you have to place your interiors and can give direct orders to some of the little people). -->

- there are a few production updates on their youtube Chanel as well as a talk the guys gave at Minecon.

prsion-architect-Prison-Yard.jpeg

There defensively is a marked for these games, see how many alpha copies they sold by now ( 18,653 Sold - $641,330 ) , i want work to continue on Spacebase DF-9 aswell! Gimmy Gimmy Gimmy!

The Minecon talk by these guys. Lots of talk about the game and a big part about financing and q and a in the end.

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Have you guys ever heard of Prison Architect by Introversion? The guys that did Uplink, Darwinia and DEFCON. It´s in Alpha currently and goes somewhat in the same direction as the Prototype Demo seemed on stream (it´s not exactly the same since you have to place your interiors and can give direct orders to some of the little people).

Prison Architect came up a lot during development! I first played it last year in the IGF and found it really interesting. In particular, Burger referenced it frequently. Quite often during design discussions, Burger would pipe in with, "Well, in Prison Architect..."

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PA is a really, really good game. I think our game and theirs have similar roots and goals, but they do diverge on the finer points. Both games started with the initiative of bringing a Dwarf Fortress style building/management game into a more approachable package.

SpaceBase ideally about managing lots of little social people with their inherent oddities. It's also about discovery - new ships, unknown species, odd epidemics, strange social encounters. We hit or miss some of these in the prototype, but those are the goals.

Prison Architect is very much about chaos control. You maintain a well oiled Justice Machine in the hope of keeping a few hundred little evil men from burning the place down.

Personally, I'm really excited about the emergence of a genre. Dwarf Fortress, Gnomoria, Goblin Camp, Towns, etc. I hope more people start adding to the pool of interesting games in that genre.

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So....it seems someone is just infecting everyone on my base with cosmic chlamydia. And I'm pretty sure it's Mega Man. Is that weird?

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So....it seems someone is just infecting everyone on my base with cosmic chlamydia. And I'm pretty sure it's Mega Man. Is that weird?

One of the many dangers of living in space... or at Spacebase DF-9!

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Personally, I'm really excited about the emergence of a genre. Dwarf Fortress, Gnomoria, Goblin Camp, Towns, etc. I hope more people start adding to the pool of interesting games in that genre.

I agree. I always was looking for "life simulations" that took on the subject from different points of view. Creatures for example, or something like King of Dragon Pass which i absolutely fell in love with when it came to iOS. And it´s great to see that these game makers seem to be able to make a living of their game.

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I really like the look, music, and humour, but I found Spacebase DF-9 incredibly boring, I mine a asteroid and connect to another ship, then eventually the people start bugging out and refusing to do anything. The interface is pretty good, I got a bit of Sim City 2000 nostalgia. I feel like nothing I do matters, just building corridors. I really liked the pitch and concept, it's definitely something I'd be interested in if there was more gameplay there.

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I've had a lot of fun playing the prototype, compelling! I think this kind of game is probably the hardest to rapidly prototype, for reasons expressed in interviews\videos already. With a whole game's worth of dev time I think this is likely to turn into something really amazing. Like others I have some issues with the game in its current form but I'm sure it's all the same stuff the team recognizes and would improve on with more time. I'll share some thoughts anyway.

Having to click each individual to inspect them is a bit cumbersome and won't scale up well for larger populations. The interface definitely needs some feeds of info which can be sorted or filtered based on different parameters (for instance, it would be cool and useful to be able to list people by their job satisfaction, general happiness or health). A collated feed of everyone's social media updates would be cool.

There needs to be a clear way for player activity to impact on all the problems your base can potentially face. I love the 'watching a simulation unfold' aspect, but I like the idea of the player's creative choices being in a way part of a puzzle-solving process too.. problems being solved or exacerbated by good or bad base design decisions.

Thinking about that led me to this idea.. What if the player was playing the role of the ship's\base's computer A.I.? This could create a lot of extra gameplay focuses such as protecting your computer\power core, and maintaining your population's trust in you. Maybe they could each have an opinion about you, and share their opinions or fears with each other. Perhaps if they realize that your decisions are threatening their lives they could start ignoring you and building independently of your choices, and even try to shut you down and route power etc manually (at which point it would still be cool to be able to watch the simulation.. and maybe they could eventually build a new A.I. core which would give you a second chance). It could also give the player some direct resource management responsibilities such as balancing how much power goes to different systems, to keep everyone alive and systems running smoothly. Most importantly, it would give the player a coherent identity in the game which makes more sense than 'disembodied consciousness with seemingly arbitrary powers and limitations'.

I like the idea of delegating jobs, but it should be more obvious how and why different people are suited to different jobs, and they should be able to gain experience and expertise in their work, and have their capacities impacted on by different conditions. I would love to see the ability to influence and experiment with different structures of responsibility as well, from top-down hierarchies to horizontal, heterarchical communes. Seeing the effect it has on productivity and well-being for people to be more free or more controlled. It would be cool for individuals with initiative to make suggestions to the player which reflect the needs of the people, too, and perhaps even to simply make the decision to build something when the need is great. I love the idea of the player having no direct control over the people, but instead forming a relationship with them which serves the player's creative desires (and this is another reason why giving the player an in-world identity would be cool).

Just some ideas, I like where you're going with this! Hope you have the opportunity to realize its potential. :)

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