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Funding for this project was canceled by the project creator on Mar 25 2013
Joseph YbarraBy Joseph Ybarra
First created
Joseph YbarraBy Joseph Ybarra
First created
$27,460
pledged of $700,000pledged of $700,000 goal
808
backers
0seconds to go
Funding Canceled
Funding for this project was canceled by the project creator on Mar 25 2013

Lunar Digs

Posted by Joseph Ybarra (Creator)
Howdy folks! Jo Shindler here. I wanted to talk to you all about our core modules in Shackleton Crater. The structures are a key point for both our game and real life colonies - it's not like you can just pitch a tent on the moon and call it good! Each structure needs to be carefully manufactured to withstand the vagarities of lunar living, which requires an advanced understanding of material science. Furthermore, each module has to be shipped from Earth in the beginning which means that there are significant engineering challenges to overcome. We are a game and so we don't have to make a completely realistic schematic for each of these structures but we want to open your minds and get you guys thinking about how we could make this work. Let me talk about the five primary structures we have planned for stage one.

This is our habitat module. This module contains living quarters for colonists (which increase your science generation) and are necessary for any and all human activity on the Moon. Furthermore, our vision for habitat modules includes recreation exercise components. Each habitat module you build on the moon will increase the number of colonists you can bring from Earth as well as improve the morale of existing colonists (since they have more room to live in). 

 This is our life support module. It is separate from the habitat because of it contains a variety of equipment to help sustain biological activity. This module is where food is grown, water is stored and resources are recycled. Atmosphere for other modules is also generated at this location. Each life support module you build will improve the generation and storage capacity for life support in your colony. 

 This is our materials module. In stage one, it is primarily a storage and processing unit. It contains a 3D printer and solar furnace which allows colonists to construct rudimentary building components and repair gear on-site. These modules get vastly more important in the later stage of the game where production of resources for various projects becomes critical, but in stage one these modules help expand and maintain the colony. 

 This is our science module. It contains a wide variety of gear and equipment for making and storing observational data. Without the gear contained in this module colonists are unable to analyze their findings on the Moon. This module allows colonists to refine their data (improving science generation) and perform experiments before it gets sent to Earth for analysis. You can also discover colony upgrades through this structure! 

 This is a solar panel array. In stage one solar power is the primary means of generating power on the Moon. In real life Shackleton Crater is known as a Peak of Eternal Light - that is, the rotation and orbit of the moon position it as such that it receives perpetual sunlight year round. This means that solar power (particularly without a pesky atmosphere to block energy) can function at all times. There's also plenty of space on the moon for solar panels, so expect to see ever-expanding fields of these panels as the game progresses! 

This is by no means a final list of our structures in Shackleton Crater. They represent the core ideas behind our game play - players will manipulate the four primary resources through these structures in order to progress in the game. Additional structures will also exist to modify and improve the generation of resources. We're also developing a technology tree system that allows us to 'focus' your structures to better support your strategic objectives - what if your materials module had an especially high power solar furnace that could gassify materials? Lunar regolith is about 40% oxygen, which is a valuable life support resource after all... 

Until next time! 

Josef Shindler
Vice President, Joe Got Game

Comments

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    1. Missing avatar

      PeterD on

      I'd like to see some concept art for the utopian stage.
      I think this game has a hurdle of people's perceptions to overcome. We have seen roughly those modules portrayed so many times, (eg NASA proposals that then collapse from lack of funding) that people can't really imagine past it. People do assume that this is all there is, so they will assume the above does pretty much cover the content until they are shown something different. Concept art can overcome this perception without making specific promises.
      I imagine the utopian age as almost a complete reversal of peoples usual expectations of flimsy aluminium cans and spaceage materials. Instead It will be stone, iron and glass and very very robust, and also beautiful just like architecture on earth - because people will still want to make beautiful things! The low gravity will allow new styles of architecture. The seattle sky needle on the moon could be six times as tall.

    2. Raufgar on

      Also, consider large inflatable modules with skin made of multiple layers of a dense yet flexible polymer capable of withstanding and/or deflecting meteorite strikes and the like, such as the ones proposed for TransHab and currently leveraged by Bigelow Aerospace, as an upgrade tier for habitation modules.

    3. Raufgar on

      Wonderful update, looking forward to more new buildings in the future. I am especially interested to see how excess heat will be managed, previous ideas called for Radiators linked to all modules to vent off the excess heat into space, but with current technologies, there should be some way to store the heat and reuse it when needed, which would be much more efficient.

    4. Kristian Mattila on

      Good point Ray - I too want to know the list of countries you can play as. I have no interest playing as USA.

    5. Ray Reloj on

      Excellent update on the modules; it makes me want to revisit "Spacebrothers" anime.

      Q: Might there be a campaign or short story? --(not so much a great deal to me if no plans are made, just asking)-- what fictional places & name/s are you planning in-game? -- space academy?/ space authority? -what participating nation/s?

    6. Chris Rusnak
      Superbacker
      on

      This is exactly the sort of game I like, one built on realistic models. Will we get to manage production chains like in the Anno series? It would be awesome to have to mine for rock, minerals, etc. Use regolith oxygen converters for life support. Hydrogen extractors (for the small amounts of hydrogen on the surface of the moon) would be awesome so we can generate water. From there, we can go down the chain and make more complex materials and manufactured goods.

    7. Artur Gadomski on

      Will the modules join together or will the colonists have to leave one module, walk around on moon and enter another one? Would be nice to have expansion functionality. I have build my research module and now I can expand it with dome add ons that would specialize it or improve it in some fashion.

    8. gandalf.nho
      Superbacker
      on

      Looking good.

    9. Bryce Cook on

      These turned out great!