1. Website: Kilo.Space
2 - Introduction
I have also had some education (2 years) with web technology (PHP, HTML, JS) which is why this project is built heavily on these technologies.
3 - KiloSpace
It's a simulator based around resource and staff management set on a moon of a gas giant in the Albireo-Alpha System. This is a binary star system that is 400 ± 10 lightyears from Earth.
Currently there are components that are built, some that are being built, and others that re still waiting on attention and care. Below I'll cover each of the sections of the game, story, and some of the framework.
3.1 - Framework
The game has open-source framework that is pushed to github on a daily basis so users can view progress. You can view the github repository here .
3.1.1 - General
3.1.2 - Graceful Degradation
3.2 - Story
The story revolves around a peaceful, non-combative plot about a company that has unified Earth into a space-fairing civilization.
3.2.1 - The Past
In 2018 a private organization known as Kilospace Industries launched the first mining missions on the lunar surface. Within a decade it held the status of most powerful cooperation, and by 2037 it had accumulated 29 countries under a single "umbrella" nation. By 2040 terrorism, wars, and national disputes were nearly a memory in the past. The Earth was united as "Terra" on July 2nd, 2044.
3.2.2 - The Present
Since the advances made in technology and spacetravel, mankind has now populated the stars. With settlements first made on Mars, we quickly spread to other solar systems. The DeGrasse Drive allowed transport over both small and massive distances at a preset time duration of 3 years. Even with this limitation mankind quickly made it's way across the Milky Way, and beyond.
3.2.3 - Your Mission
You are arriving at the first base established around a binary star system, Albireo-Alpha, with a small crew of 5. Your job is to get the base running, collect resources and build the remaining parts of the base, and survive until the next crew arrives. Don't think this will be easy, without properly managing your assets and staff the base can quickly fall into a state of failure.
3.3 - Game
The game is a management simulator with a single directly controllable character (the Administrator) and five indirectly controllable characters (staff/crew).
3.3.1 - Administrators
You choose from a selection of Administrators that you can control directly. Each one has their own personalized backstory and assets/downfalls. They are organized currently into 4 administrators, each with their own difficulty level.
3.3.2 - Crew
You are able to choose from a randomly selected five members of the crew. This prevents new players from choosing a loadout that won't work (such as a crew without repair staff or doctor) as well as preventing players from rigging the game by using multiple highly trained staff members. As the game progresses you will be able to unlock up to 3 spaces that you can choose custom crew members. Each crew member has their own unqiue skills and attributes when they start, however you can influence both of these with the psychologist and training resources. Staff members also has their own unqiue personalities that can only be revealed by the psychologist. Image from the Staff Page. The release build will have 25+ staff members.
3.3.3 - Attributes
There are both primary and secondary attributes in the game. The primary attributes are base-wide, and generally can be influenced only by administrator actions. These include Stress, Efficiency, Pay, Motivation, & Fear.
Secondary attributes are influenced by staff members, base control, the administrator, or other indirect actions. These include Air Quality, Base Cleanliness, Environmental Comfort, Personal Comfort, Hygiene, & Depression.
3.3.4 - Skills
There are currently 9 skills in the game, however these are only the base skills. This will develop into a skill tree so you can have staff members specialize in certain subfields. Image from the Skills Page . The release build will have 20+ skills and 40+ sub-skill.
The current Major Skill Fields & Sub Fields are:
- This skill allows the staff member to better assist with management duties.
- This skill improves the staff members ability to operate communication equipment.
- This skill ensures that the staff member can efficiently handle funds.
- This skill allows staff to mine raw ore and process it into usable material.
- This skill lets staff members build rooms and equipment throughout the base.
- This skill is required for staff to perform repairs to the base and equipment.
- This skill lets staff plant seeds, care for crops, and harvest the resulting food.
- This skill is required for staff members to perform medical care on other staff.
- This skill is needed for staff to counsel and prescribe medication to other staff.
3.3.5 - Training
Your crew will not be fully trained when they arrive. They will have undergone basic training for space survival and operation of the basic equipment, and they will bring with them any expereince they gained on Earth. You will have to train them if you want them to be able to operate certain machines or actions.
3.3.6 - Tasks
3.3.7 - The Base
3.3.8 - Resources
3.4 - Updates
I will be keeping this section updated as well as keeping updates on twitter and the home page. I am trying to average at least one update to github every day.
Risks and challenges
This is a considerably large project, however I do have 8+ years experience under my belt along with 2 years of web technology specific college classes.
I understand that I am not able to provide adequate artwork for the game and site
Even without artwork, I can still release the game for beta-testers to play. It will still function, just not appear as nice as it could.
I will be prioritizing specific types of artwork and design. Spites first since these will make a large part of the game, then move on to concept and still images. Animations will be last.
The project is expected to have a general public release in the last quarter of 2015.Learn about accountability on Kickstarter
- (30 days)