3001SQ is an online first-person space colonisation simulator featuring a new level of emergent gameplay and integrated modding due to programmable spacecraft and devices.
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Read on to learn about our vision, how we plan to get there and how your pledge will help to make this possible.
Our Kickstarter campaign aims at independently financing the development of our first commercial prototype - 3001SQ Red Edition - to be released in January 2017.
- Pilot your Multi-Purpose Spacecraft (MPS) between ground stations of a planetoid, player-deployed colonisation modules and an orbital space station
- MPS interior : Cockpit, Living Quarters, Corridors, Airlock + a multitude of interactive programmable devices
- Planetoid with resource deposits
- Ground Stations producing resources and other goods that need to be transported by players
- Orbital Space Station where players can dock and haul cargo to
- Orbital Space Station interior : Docking Bay, Bar, Medical Bay, Transport System
- Player-deployable colonisation modules that may complement existing stations or be placed on their own
- Authoritative-server Network Model and Multiplayer support
- Programmable spacecraft and devices with easy program sharing based on our nandOS operating system
- Code development tools
- Singleplayer mode (smaller world than Multiplayer), primarily for testing programs
- Multi-platform support : Windows (64-bit), OS X / macOS (Mavericks+), Linux (64-bit)
It takes some steps from concept art to fully programmable in-game device...
Over the last 18 months we developed a custom multi-platform engine that is tailored to bring the aforementioned vision into reality:
- Interaction between the world simulation and programmable Virtual Machines
- Multiple interconnected physical simulations with different mass/geometry scales
- Procedural Natural Structure generation
- Network/Database serialisation
Taking advantage of modern multi-core CPUs, 3001SQ runs user-programmable virtual machines on your computer that control complex objects like spaceships and stations.
The player's input is thereby processed by applications and translated into control commands for display screens, thrusters and other (virtual) hardware devices.
Sensors feed information about the simulated world back to the computer, which then can be used by flight and docking assistants.
Advanced control programs may even make entirely autonomous objects like drones possible, allowing for a new kind of offline gameplay and questioning grindy game mechanics - that by definition may be automatized.
Programs and drivers are written in the AngelScript scripting language. They may also use system functions and data types of nandOS, an operating system inspired by POSIX standards and Linux, that represents the bridge between the calculations of the 3001SQ computer and the virtual world.
This triad of controller input, application processing and physical simulation allows for rich interactions between the player, programmable objects and the game envrionment - some truly emergent gameplay.
Today's hardware allows for ever better synthesis of terrain and other natural and man-made structures in real-time.
One of the core mechanics of 3001SQ is to colonise these vast spaces, thereby creating points of interest for other players, inviting cooperation or causing competition over resources.
The cornerstones of the initial version of the mechanic are:
- Orbital space station: Trading hub, center of industry production and a place to socialize
- Planetside ground stations: Automated medium-sized resource extraction sites, depend on supplies from the orbital station
- Colonisation modules: Tranported in the MPS, deployed by players
- Resource deposits: Automatically distributed over astronomical bodies
Stjepan Stamenkovic (Paris, France) - Design and Programming - @StStamenkovic
Petar Martincic (Zagreb, Croatia) - Backend and Network Programming
Todor Nikolov (Osaka, Japan) - 3D Art - @ToshiCG
Edward Blakeley (United Kingdom) - Sound and Music - @EddBlakeley
Docking concept : Complex features necessitate tight teamwork!
Risks and challenges
Lying at the intersection of software engineering and art, while facing specific challenges resulting from the interactive nature of computer games, a project like 3001SQ may suffer from delays and omission of features due to technical issues and design changes according to what actual gameplay results from the developed systems.
If you need more details about the technology and design of 3001SQ, send us an email to firstname.lastname@example.org, contact us over Twitter @3001SQ or leave a comment if you already pledged.Learn about accountability on Kickstarter
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