Storyline: The Ride

Brutus arrived in orbit, queueing a release of a slow spinning satellite that would remain asynchronous with the landing site. With a silent dance, small rockets oriented the satellite, as solar arrays and antennae opened and closed, testing the systems. In a few minutes, Brutus would receive the first string of communication exchanges, high resolution photography and radar scans of the landing surface, weather information and the queue to start the “The Ride” phase, or atmosphere entry.

Gerome woke up. It was the 4th and final awakening on his trip. While his head was fuzzy and his mouth felt like he had been eating insulation, he was fairly certain this time he would be preparing for entrance. The stasis bunk clouded with a blast of mist that smelled faintly of apples, and when the fog cleared, so did Gerome’s brain. He was hungry.

“Brutus, ETA on entry please.”

Welcome Gerome, I hope you had a pleasant sleep. The time is 21:08:47. Entry will occur in approximately 2 hours. You will find refreshments in the cooler. All systems are go. Please run entry protocol tests.

“Fine.” Gerome wondered about the wisdom of speaking to a computer. It seemed odd, but the computer had been programmed to use natural speech patterns, and he had the ability to change it’s voice, language, even accent and sex. Yet he had given it a fairly electronic voice, just to remind him this was NOT a person.

His legs were quite stiff, as was just about every other muscle in his body. The last stasis session was nearly 200 hours, and while his body was provided with nutrition and mild electrical stimuli to help prevent bone and muscle loss, he still felt somewhat plastic. Protocol required a short period of calisthenics, followed by a quick checkup at the medical station. It only took a few deep bends with bungies cables for sweat to break. With no gravity, Gerome still fought the nausea that most people felt, but his training had helped to keep his bearings, and he knew it would pass in a few minutes.

As Gerome sipped a cold protein drink, he stroked the control panel which immediately brightened to life. The lights hurt his eyes a little, but he quickly adjusted. Protocols were running and ship statistics indicated that everything was a go. He looked through the video streams showing the position of the ship and satellite in geosynch over the landing site. The planet glowed a golden orange and the dark shadow was shrinking away from the large crater that was his destination. The truck, the train of resource modules that were being towed into position, created a long line of tubular “boxes” behind the lander. A count down timer started.

Prepare for truck release in 30 seconds…

When the count down finished, a muffled clunking sound indicated the release of magnetic and vacuum lines that held the modules behind the lander. Silently, the modules fired small bursts of gas, moving the containers into a formation preparing for entry. Short bursts of rockets launched each module into a decaying orbit. These modules would sling around the planet and enter at a lower orbit than the landing module. The monitor showed the modules, flying into the planet like fighters ascending for a bombing run, glowing slightly as they broke the upper atmosphere. Visuals would be lost as the modules raced behind the planet.

Palettes are away. Trajectory patterns are correct. Expect parachute deployments in 6 minutes. Please prepare for entry in 30 minutes. Module confirmations expected in 12.3 minutes.

Gerome powered down the non-critical lander systems, per protocol, and carefully buttoned up all of the loose gear. He kicked back over to the stasis bunk, and slid back in. This time, as he belted into the seat, a number of air cushions inflated, pinning and stabilizing his head and torso. The pressure would keep him safely in place and provide pressure to help to mitigate the effects of shock on his internal organ and sensors would monitor his vital statistics. Should something go terribly wrong, the bunk would be released like a torpedo from the lander, and very slowly descend to the planet surface via redundant parachutes and air brakes.

All palettes are down, skids deployed and leveled. Please brace for entry in 5…4…3…

There were three things that Gerome remembered from the ride to the surface. First the incredible noise that seemed to build and build, creating both an aural pressure and panic that lasted until the an incredible jerk indicated the chutes had deployed. The second was the amazing shaking, which he was sure would leave him broken and bruised. It felt like being dropped into a blender. The third was the heat, an immediate flash over of energy that raised his bunk temperature by 45 degrees C. A cold mist deployed again providing some relief.

Suddenly the shaking stopped and the noise dropped considerably as Brutus snapped against the cables holding several parachutes. These were designed to slow the lander enough to properly deploy landing skids and allow the heat shield to come away from the lander. As the shields broke off, Gerome’s ears began popping as the pressure of the capsule equalized with the atmosphere.

A low growling roar sounded, and the lander dropped away quickly as the parachutes released. Then the lander seemed to float as the rocket skids engaged. Gravity seemed to pull immediately, rather than the slow transition that was proposed in the training. It took Gerome’s breath away. In all of the confusion, he realized that Brutus was speaking…

… deployed. Airspeed slowing to 12 meters per second. Touch down to terra in 3…2…1…

The roar ramped to an explosion and the lander touched down.

Welcome home Gerome.

Gerome felt like he had ridden an explosion.

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Colony Architecture and Building Materials

Construction on an alien world is a difficult challenge. It involved signficant engineering expertise; understanding of materials, loads and structural challenges, and perhaps most difficult, a standardized mechanism for transporting materials and the tools necessary. Most games make large leaps in assumptions, providing complete “kits” that self assemble - usually to avoid coding complexity and dealing with any tedium that would be perceived as not fun.

A simulation must either provide a complete construction system or make the same abreviated assumptions as above. Coding for flexible colony layout and modular building construction is VERY COMPLEX, dealing with surface deformation, exterior surfaces and details, and the all important interior details, with functional elements such as doors and windows. In addition, a interdependent system that deals with facilities, air processing, water processing, power systems and even biological and medical systems.

Aesthetics are also a necessary element. Again something that is typically dealt with in games that have established cultures and franchise artwork. Think Star Wars or LoTR… all with deep and established cultural and racial systems. For a pure colonization simulation - the architectural consideration should evolve into something that allows a certain aesthetic sufficient to create a comfortable and homely feeling, particularly as the colony grows and brings more village elements into play. The practics will dictate a significant amount of both 3D and 2D artwork asset creation and a complex building and layout system. The alternative (more likely) is an industrial cookie cutter solution, and definately the solution for the initial landing and establishing of a seed presence.

One of the possible solutions is the ability to take apart modules or panels from the landing ship and reconfigure them to create walls, dividers and ceilings. Also the ability to provide or create forms (perhaps out of thin but strong plastics) that would allow a exanded foam solution to fill, would allow a colonist to mass produce building blocks. Having access to a materials that can use the local soil and stone as aggregate would also be an interesting possibility. All of this material must be very lightweight if being ported onsite, even the machines and processors necessary to manufacture.

One must also deal with how these constructs can be sealed from the environment, support the power and data systems, sensors, etc. that tie the facility together.

At odds are the systematic requirements of a database and rendering system and the desire to add creativity and personalization into the system. Player created assets uploaded to a server for validation will require a player tool, standardized to ensure assets are properly optimized for the engine, and typically a large learning curve, as well as additional gaming technology that allows such a mechanism. This also introduces a large variable for failure… both for the server/client engine and for the player who may not properly understand the balance between sustaining systems and living space needs.

For a production simulator, it is likely that massive compromises will be made, but hopefully with enough rational guidance to provide an immersive and enjoyable simulator that will attract participants and provide a compelling experience.

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Storyline: Outbound

Gerome slid exhausted into his bunk. Since arriving at the Delta Space Offloading Station, Gerome had spent seemingly limitless hours reviewing procedures and policies of claiming the homestead. He was still adjusting to the slightly less gravity of the space station. Tomorrow would be another big day, introduction to his new home, that just rolled off the manufacturing line. The bright and shiny lump of lander would be loaded onto a “truck,” attached to the series of modules containing gear, a rover, analytical material and even a drill and extraction device. So much to learn… Gerome slipped into a deep sleep.

The lights in the bunk cabin slowly lit, simulating the rise of the sun. Even the temperature rose in the room, as if the artificial sun was bringing its warmth. 8 men in the cabin all climbed out of their beds and cleaned up. A few, Gerome included, finished packing their few personal items into a ruck sack, prepared to take “the Ride.” The station was moving within the window to shoot the next few rides into deep space. A quick breakfast and some bitter black brew that posed for coffee and Gerome found himself in the briefing room for SigCorp’s send off.

“Congratulations. You have completed the necessary training and prerequisite engineering skills necessary to survive for a year and half mission. Upon completion of your mission, you will be granted full rights to your homestead, including mineral and gas rights. Many of you will fail, some will succeed. You have been fully briefed on the dangers and risks and have indemnified SigCorp from responsibility.

In a few hours, you will be put into a cryostatis state for the journey. Upon approach to the planet, your truck will deploy a series of drops, as well as deployment of a communication satellite in stationary orbit. This will allow the satellite to link communication and data streams to SigCorp, and determine the proper drop times for your lander and modules. Modules will enter first, followed by the lander. During the lander sequence, your statis will start to lift. This can be very disorienting, so we will administer some drugs to ease the transition to conciousness. Your stasis chamber will act as an escape pod in the case of catastrophic failure, and automatically deploy in such a case. A survival gear kit is found under headrest.

The lander and the modules, powered by their rocket skids, will land on auto pilot. The modules will intentionally stear a minimum of 100 meters clear of the lander. You will start your setup protocols immediately.

It is also important to note that you will need to manually set the circadian cycle clock on your lander. This will coordinate with your satellite to optimize the daily cadence, and transition your body clock into the necessary time frames. Once we determine the proper working schedules for your planet, taking into account any environmental effects, a work schedule will be laid out.

A list of tasks will be loaded into your master computer, and can be loaded into your EVA suit. The lander and modules will automatically level, run through basic pressure and bring up tests without your guidance. These tests should be run regulary to ensure the proper working of your craft and provide a maintenance schedule.”

Gerome sighed. It was hard to pay attention to the droning voice. At the least, SigCorp could have sent a human representative for the briefing. He was sure this was all prerecorded. He was ready to go - the Ride sounded like fun.

Finally, several lights above the large monitor blinked, and a synthetic “ding” woke Gerome out of his day dream. He wasn’t sure how much he missed, but was sure it was boring. It was time. The monitor asked him to report to Bay DCA-1009B immediately.

The short walk was brisk, and the nervous pioneers around him were silent. All were jittery. A collective hum of awe sounded when the hanger bay doors slowly slid open. A massive bay stood before them with no less than six Lander modules, all shining chrome in the bright lights. Robots on big rubber wheels slowly rolled around each Lander doing a last inspection of the exterior and detaching cables and hoses. Gerome walked up to his Lander, sitting on a padded grid laid out in bright neon green paint indicating 1009B. He grinned as he saw hand lettering that spelled out “Brutus” near the entry door in hand lettering that reminded him of the lettering he had seen on fighter jets in the movies.

“Brutus” was the name he had chosen, bucking the convention of giving female characteristics to a craft. There was little that could be called womanly about the hulking two story brute in front of him. It was a massive tube of aluminum alloy fitted with large rockets and equipment, all wrapped in a foil looking material that helped prevent radiation damage. The pad it was sitting on would fold up - providing an entry heat shield that will fall away after the primary chute system is deployed. So “Brutus” was ready and capable. The question now would be, could Gerome survive the trip, the landing, and ultimately survive and find valid resources sufficient to sustain his homestead, perhaps ultimately a colony.

The door hissed and the cabin pressurized as he stepped inside. “Welcome Gerome” displayed on the laser driven HUD before the controls panel and a voice said, “Please stow your personal belongings, launch sequence and truck load begins in 30 minutes. Please enjoy your flight.” A motorized sound came from behind the control panel that opened a door into the top “Quarters” of the Lander and the statis module whirred to life. Gerome testing the glove like fit, snuggled into the bunk compartment. He grinned, and taped an old photo of his mother to a bare spot where he would see her first thing on waking.

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Mining simulation

How do you simulate the mineral distribution on a alien world for simulation purposes? Big question and many answers can be given to this challenge. How detailed will the simulation or game be? That is the better question to start with. In a simple game we can just randomly drop things where ever we want and call it done or we can add “weight” to the decision and put rare items near the fire breathing dragon. For simulation purposes we want to follow some of the geological rules and the level of adherence would be equal to the level of the simulation. Take for instance if you wanted to find water on a planet that had liquid water where would you look? Since water seeks it’s own level you could assume that the lowest of the elevations would be more likely to have liquid water. If you found some mineral imbedded in a pool of water, I would think you would follow the stream to a higher elevation to find the source.

Some research on geology would provide possible locations for minerals. One such resource for information is Compact Reconnaissance Imaging Spectrometer for Mars (CRISM) now being used to determine what the distribution of matterial on Mars would look like but still the question exists as to why it is so. The planet may have had a cataclysmic impact in the past or there may be seizemic areas where volacnism played a part in distributions and then there is the whole plate techtonic thing we could consider.

The Colony ET project will use a volumetric approach for the actual minerals to be mined and the distribution will be based on the planet type and the landscape. One of the planets we have in operation is volcanic so we are going to base the distribution on that model for both type and location of minerals. Users have to drill down to some unknown level to find minerals then extract them. As the minerals are extracted the volumes decrease and the equipment may need moved to another spot. We think this method will add a bit of realistic uncertainty to the sim.

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An Art conundrum…

Developing a game such as colony, that is seeking a customer, begs the question on the art “skin.” Unfortunately, most potential customers see the artwork and quality of animation and content as the sum of the game, despite the innovations “under the hood.” Most developers and engineers can quickly shed their bias based on art and see the fundamentals that are exciting, innovative or just broken and give a more objective qualification… so the conundrum is creating a demonstration that meets enough of the art needs (without hiring a full team of artists) to sell a conceptual product.

The first questions that come to mind are the intended targets for players. Are they kids, young enough to need super simple and stylized graphics? or hard core simulation space fanatics that want the n-th detail and very complex and realistic simulations? Art plays a key role here…

Additionally, it is untenable to create a “real” mining experience, as an example. Most MMOs simplify resource gathering into single tools to harvest single nodes of resources. While a dwarf with a pick-axe can do a lot of damage, a man in a pressurized suit would have difficulty with a manual tool… not to mention the risks and limitations on strength. Do you take an analog, such as a moisture harvester and make it really simple to operate? How does the player interact with the object… and does it FEEL genuine enough to be a simulation?

Flight simulators have set a very high bar for “simulation.” Players can even fly only by controls and the models and interactivity have been worked out over the last 12 years. So what is the paradigm for a futuristic simulator statement? We know that the sum of activities to survive on a colony in space are highly complex and require many specialized engineers to implement. What can a single person do, what are the baseline parameters, mechanics and so forth… and if you solve that, what should it look like?

We have been doing a lot of close analysis of the results of the Mars missions from JPL and NASA. Certainly that is a good start, but is the complexity and “alien’-ish imagely too difficult for a 8 year old to grasp? Should the simulator have strong mechanics underneath, but feel more like a video game? How does the art reinforce the complexity and dependency of the systems?

I have two pictures in my head… one of a grimy space pioneer with very realistic and complex models and animations that even simulate gravity and environmental effects… and another of a cartoon space man that bebobs around the colony doing his thing…

<Insert the proverbial “?” popup over my head> :)

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Storyline : Chartered

Gerome walked briskly out of the office. A large sign flashed behind him, clearly stating “Office of Colony Management, SigCorp” and that the land rush still had plot of land available in a variety of off-world fringe locations. His fingers were turning white grasping the small packet of material that guaranteed him a 36 clik square homestead with a guaranteed 20 kilometer buffer, all mineral and gas rights as well as guaranteed pricing for 2 years on sell back of resources. Gerome could only hope this was the turning point for his future, one bathed in the sewers of the underworld and a plea bargin to avoid imprisonment on public nuisance charges. At 24 years old, the next few years held little promise, with no credits for education or trade apprenticeship. His friends were sure this was yet another scheme and failed to doom as Gerome was viewed as a quitter. There was no turning back now, and this seemed a much safer option than joining the Merc-Militia in securing and policing underworld or scraping a subsistence in dead end jobs. Petty crime paid little and with the heat on - heavier stuff would land him a long term stint on a prison planet.

The exterior of the packet was labeled with a scatter code, date and location; CNY-945673-A2, 08Jul2027, Hanger 12B, Chang-Clinton Aerospace Portage, Overworld. After carefully packing a few reminders of home and personal treasures, Gerome stepped onto the transport sled and scanned the packet. Personal cabin 1247 beeped and the door slid open. The inside was a padded chair that rotated to view a curved data monitor that was running another space station resort advert. The door slid shut and a variety of options were offered for the long trip to aerospace port, as well as instructions to place his thumbs into the authorization pad. The monitor indicated that the travel time would be approximately 6 hours, they would be travelling at a speed approaching 800 kilometers per hour and that the personal cabin would provide all of the conveniences necessary, even a toilet should such accomodations be required. Large icons on the monitor HUD blinked as he was told of the selections. As part of his contract, the details and plans for settlement would be reviewed momentarily. He would be tested on the requirements to ensure his understanding. Additionally, on arrival to his transport to a space station, training and overview of survival techniques would be provided. He must successfully complete those steps as well as file the proper “Settlement Proprietarship” paperwork and business plans or risk losing everything, likely to work for SigCorp as a manual laborer to pay off the debt he just signed up for.

“Business class is something…” Gerome mused. This was the first time he had been on a speed tram of this quality. Normally he just stayed around his neighborhood, occasionally jacking a scooter or hitching a scoot behind a taxi.

With a shoulder harness strapped on and sitting comfortably in the seat, Gerome’s ears popped as the door sealed. The cabin was little larger than a cabinet, but could “roll” back to a reclining position, allowing him to relax. With a touch of the monitor, he started the introductory materials for his new job and adventure.

 The monitor filled briefly with a spinning SigCorp logo:

Contract Review: Gerome Taggart, Social ID: GA-443-68-3880, Registered Resident of Earth, New York City, Underworld. Resident at 33485 Madison, Sublevel 4. Your contract terms extend to:

  1. Homestead contract, offworld colony. Site size 36 cliks, all mineral and gas resource rights approved. Please review EPA/Offworld specs 35764/6 subparagraph G governing proper procedures for extraction, process and cleanup.
  2. Colonial Home Lander model 12A, 40 meter living space, self contained truck. Supports 6 storage modules as described below:
    1. Rover/Bot workshop model 36746 - prebuilt rover deck with attachments for earth moving, sampling, site analysis. Parts and mini-machine shop in kit.
    2. Evaporator/Atmosphere processor with 1 year filter kits and storage for 500 gallons of H2O. Algae and chemical innoculators included.
    3. Mineral Resource Extractor Unit model X64
    4. Hydro/Thermal power unit. Photoelectic backup. 1800 Kilowatt hour batter storage. Maintenance Kit included.
    5. Site Construction Toolkit, includes all tools necessary to construction Phase II facility, plasti-foam injectors and alu-crete blender.
    6. Emergency Escape module
  3. Mr. Taggart has agreed to exploit mineral and gas resources on behalf of SigCorp for a period of 2 years. Weekly reports on progress, to include potential volumes and quality of resources, current health and facility status are required. SigCorp will purchase all mass produced resources at a 50% reduced cost from commodity pricing, with the reduction going against the purchase of Colony package. Mr. Taggart has agreed to a price of 12,764,887.75 credits, with an anual compound interest rate of 11%. All rates will be adjusted for inflation quarterly.
  4. Mr. Taggart has also agreed to participate in deep space exploration study that will include the testing and utilization of specific techniques and equipment outlined in the data package load on his Lander. He further agrees to follow all procedures and report gaps in procedural documentation to SigCorp as part of the weekly update.
  5. SigCorp reserves first rights to purchasing homestead from Mr. Taggart should resources prove worthwhile for exploit. The purchase would freely absolve Mr. Taggart from any remaining debt credit on this contract, less any supplied and consumables provided throughout the 2 year contract period. Mr. Taggart may choose to remain insitchu and negotiate a new contract on resource sales and consumables with SigCorp.
  6. Should Mr. Taggart fail to meet required quotas, the Homestead property will be executed as lien against his debt and removed from premised to be returned to a location to be determined. Mr. Taggart will be responsible for all travel costs associated with his return to Earth or other location.

Please touch the screen to indicate your understanding of the above terms. This summary is provided as a proxy to the contract (Colony Contract: Homestead CNY-945673-A2) signed in person by Gerome H Taggart on 07Jul2027. Thank You.

Gerome hesitated. It was easy enough to overlook the more disturbing terms in the multiscreen contract he imprinted at the office yesterday. Now the reality set in. He was racing toward his destiny and failure would utterly bankrupt him. Well, even bankrupt trumped pushing rocks on a prison planet. He tapped the blinking button on the screen, and spoke toward the microphone below the screen.

“I, Gerome Taggart, accept the terms. Thank you”

The transport sled sighed with a transfer of hydrolics and lurched. Another batch of space pioneers were risking it all to feed earth and hopefully strike it rich.

The monitor blanked for a second and responded with:

“Acceptance acknowledged. Thank you. Please watch the following introduction to the processes and procedures for your arrival to the Chang-Clinton Aerospace Portage Facility and the Delta Space Offloading Station where you will board your personal Lander and prepare for your journey.”

Gerome suddenly wondered how the toilet worked, and reached up to tap the facilities icon.

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Organic elements in a simulation

Being on an alien world presents a few challenges in reality that need to be addressed in simulation. Food is one of the main issues. In a pure game environment we can provide the user with virtual food and move on to more interesting things. One of the issues I wanted to address was how would you grow and process food on an alien world. And to that end how would you provide that process in a 3D simulation.

When dealing with simulators you have to understand the audience and what they expect from the product. At one end of the spectrum you have scientists that may want to use the simulator as a tool to help design the food synthesis system. At the other end you may have young people whom you are trying to gain interest in science and technology so a lighter version that demonstrates the action and effects would be better.

The Organics we have in Colony-ET are simple yet all the hooks are in the code to make it as deep an experience as the client wants. Currently, the user has to plant seeds which grow over time to provide a harvestable item that can be used for food, medicine, or fiber. The plants that are “picked” may provide more seeds depending on the age of the plant and the cycle continues. The plants also need water and fertalizer to grow. This can get deep into soil chemistry but we kept it simple for now.

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Developing a Persistent Space Colony “Sim” in 3D

Developing a comprehensive “simulation” of space colonization presents many challenges, not the least are the traditional “scientific” and “physical” issues and modeling of the simulation. The struggle is with translating the depth and complexity into a simple simulation - with adequate analogs to “real” tasks and with designing the interface to represent those tasks, success & failure, and script this into something entertaining and addictive to “play.” There are two potential markets here - educational purposes, where the scientific intent is to educate the user on “how to survive” an unknown and hostile new world; or the pure gaming side to develop scenarios and “quests” that bring adventure into the experience.

Adventuring MMOs, such as WoW and EQ2 and others, have greatly bifurcated the “crafting” and “adventuring” requiring a great deal of “downtime” from either aspect to move forward. In a real simulation of colonization, the exploitation of the local resources, processing of those resources, both for survival and for trade become absolutely critical. In short - given finite resources, how do you best manage these to survive and thrive when isolated from other help?

I hope to discuss various elements of this challenge and work out some of the conumdrums as I develop “Colony” further.

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