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plissken

General Spacebase DF-9 Thread

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is their an easy way to get past the great depression part of spacebase?

you know, that part where a chain reaction of low moral that stops everyone from working?

maby the bartenders need to serve more booz... or have a casino on the station...

also we need air quality control, and the reactor power/usage.

reactor generates power that all the zones use. life support cleans air, garden/hydroponics generates food and air/ lab allows upgrades to zones, hull, shiels, visibility range outside the station, asteroid detection, and a redalert button that clears out the selected rooms, and other cures/upgrades. have upgrades require power generated by reactor and its speed deturmined by your scientist.

have randomized prefered jobs by each alien. helping to keep moral up.

allow for reproduction but not over the max people. max is determined by the station size and the size of the different zones.

add a security job. to stop murderers and to stop other random mischief around the station.

add a dead job so i don't have to put them as unemployed when they die.

and most important, add a way to remove the 20+ dead body's from around my station, it gets depressing looking at them and saying "poor person the doctor, i miss you"

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Yeah, I wish people weren't on the list, if they were dead. Its too hard to manage the employment/morale issues if you can't see on the employment page if they're still alive (a diff color would be nice).

Did you guys use a database or ever use databases in your games? That might make it easier to manage this stuff so its alot easier to provide these type of features/updates for the users. A character would represent a main record in a business application, and there's no way my boss would let me release an application without providing the user some sort of overall status of the record (active, archived, pending,updating, etc etc). If I were writing video games I'd do the same thing for everything and it would be a defacto standard across the board to provide this type of information easily, besides a skeleton laying in the hangar bay or hallway, LOL - that still shows up on the job roll. LOL

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First off, just wanted to say thank you to Double Fine for opening up AF to the public this year, and for making Spacebase DF-9. This game and Milgrim were my top choices, and since DF-9 was only one of my choices to get selected for prototyping, I was pretty excited about playing it.

You've said in various threads that what you're really after is general game play experiences and our biggest likes and dislikes, so here goes:

Likes:

- Freeform building of rooms with very few resources to manage in order to do so. (ie. just having to deal with Matter).

- Dialog between people was fun when I noticed it. Obviously a more fleshed-out bank of stories would help, along with more diverse ways to influence them.

- Discovering other crafts. Would love to see unexpected results from doing so: medical outbreaks after opening up a diseased craft, fending off boarding parties from hostile people on discovered ships, etc.

- The overall look and feel of the game was great. The pixelated, 8-bit-esque vintage motif was Just what I was hoping for.

- Although obviously incomplete so far, the building, maintaining and expanding of resource rooms that help your growing number of people to thrive/survive is fantastic. I envision this getting more complex in a fleshed-out game: stuff like planning out where infirmaries or armories would be so that people don't have to travel far for anything they need, etc.

Dislikes:

- I didn't really feel like I was on a ship. The structure didn't resemble anything remotely shiplike after a while, there were no consequences for building in non-shiplike configurations, and there was no game mechanic, movement or animation to help me feel like I was flying through space.

- Some of the bugs, while not altogether show-stopping, really got in the way of playing the game. Things like wall and door management, stalled-out workers, vaporization of rogue walls, inadvertent hull breaches during construction.

- Once I built for a while, uncovered a few ships, gained more crew, mined a lot of Matter, etc... I hit a wall where I ran out of things to really do in the game. Again, I chalk this up to prototype-ville, where such balance and lack of ongoing challenges will certainly be dealt with in a full game.

oh, and one compatibility note for good measure: Since there's currently no way to remap keys or mouse buttons, I had no "middle mouse button" because I couldn't tell the game which other button on my trackball to use instead. Not show-stopping, but it meant being perpetually stuck on the default zoom level.

Overall: I really loved having the chance to play this concept, and would very much like the chance to see it developed into a full game.

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Dislikes:

- I didn't really feel like I was on a ship. The structure didn't resemble anything remotely shiplike after a while, there were no consequences for building in non-shiplike configurations, and there was no game mechanic, movement or animation to help me feel like I was flying through space.

Spacebase DF-9.

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Dislikes:

- I didn't really feel like I was on a ship. The structure didn't resemble anything remotely shiplike after a while, there were no consequences for building in non-shiplike configurations, and there was no game mechanic, movement or animation to help me feel like I was flying through space.

Spacebase DF-9.

Yeah, okay, fair enough. Outer space, period. Flying or not. :)

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