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Mars Colony: Stage one setup

I had mentioned in a blog earlier about how building the game is much like the real thing. This statement is proving itself again with the construction of MCO (Mars Colony Online) . We have a place for the colony now and the modules have been dropped on the surface. The advanced team has dragged all the units into position and started setting up the hardware needed for the next batch of colonists. Our first goal is to get the life support systems running. Wells were drilled on a previous mission so all we need to do is hook up the equipment and activate it. There are dual pumps feeding into a water separator that supplies oxygen and drinking water to the module and the hydrogen byproduct is sent over to the Sabatier fuel generator. The fuel generator makes oxygen and methane as a fuel for the rover hybrid turbines and later the forges. The extra oxygen can also be used as life support if needed. We have a LS (Life Support) systems computer inside the module that allows us to set the flow rates and power the systems.

This is all a reasonable fiction of how this would be done and what equipment we would need to have to make the modules habitable. Now I have to write the code to make it all work. We have the objects in place and the math behind balancing flow rates and conversion rates has to be applied to the objects so the system will do what we expect. Cut off the pumps and the water tank in the separator will empty depending on the conversion rate of the separator. When the tank is empty the separator stops producing oxygen. Users inside the module breathe oxygen and the levels of the oxygen tank will diminish. All this is a delicate balance of code and math and takes time to get the values up to a level of realism I require for the game.

It would be easy to just do the video game thing and say turn the machine on and breathe but my goal for MCO is to add a level of realism to put it a step above what is out there. Having said that I also believe this can be used to make a more realistic simulation that we can use to test the ideas of sending people to Mars and have them survive. You can draw all the pictures you want and engineer all the ideas but you never know just how things will work till you have to walk through it and live with it.

Well the code and the math are in place and we have done 2 online tests with people from all over the globe. The game characters mount the EVA gear and wander outside to check the equipment, drive the rovers and enjoy the view. Rovers run out of fuel, EVA packs run out of oxygen, users have to eat and drink and use the bathroom. I watch their actions and I am amazed and how they adapt to this alien world and the restrictions of having to survive here.

If you are interested in joining us on Mars go to www.hyperkat.com register on the forums and have your say. We welcome game players and engineers to help build this colony. We have room for 30+ colonists so don’t be shy.

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Mars Colony Online!!

We have started writing the code for version 3 of the Mars Colony Simulator. This iteration will have a dedicated server that can be run 24/7 and will allow as many as 64 players to log into the game any time they wish. We will be testing this system over the next year to see how viable the product will be run from a home cable or DSL connection. Most cable companies supply a 5 meg download but only a 500k upload speed so it will be interesting to see how that plays out.

Having said that, what are the advantages of having a dedicated server and 30+ users in the simulation at the same time? The biggest one is the social aspect. Many online games have a draw due to the interaction with other real people. They make friends and form social groups, hang out, tell jokes and make the interaction a form of entertainment. When we go to Mars and form our first colony the social aspects will be an important part of our survival.

So is this version a simulator, a game or an educational tool? Short answer is it can be any or all of the above. It will be a simulator in as much as we are trying to replicate what you might face having to be on Mars and having to face the fact that your existence is totally dependant on how well you manage the resources.

It will be a game because it has an objective of survival and we want to add in an economy where each player can earn credits and the colony as a whole can earn credits. The game part of it will also face the possibility of failure. This will be a new model for online games where the entire server can fail. If the colony fails to survive the server will reset the game back to the start. 

The educational skew of the game will come in the form of the sciences. The Psychology of the social activity and who will be boss and who will get sent back to Earth because we just can’t stand them anymore. Team management comes to bear here as well. Who will do which job and when and how do you cover your ass in case someone fails.

Farming and the agricultural science will be a big part of the game. Users will have to plant seeds, water and fertilize the soil and maintain a suitable growing temperature in the greenhouses to produce plants that can be used for food.

Geology and Mining will be required to find minerals we need for survival and we can convert the raw rock into a product to make game credits.

Since we are in the early stages of development we can offer to educators and scientists the possibility of altering a version of the game to suit your needs. The game has a SQLite database system and that database can be setup to extract any data you would want. This would be a great classroom activity that students could run at home and discussed in class. The architectural layout of the habitation, farm and mining modules can be altered to test different theories on what this colony should look like and how humans would react to the confinement.

The first colony is being built right now. We have the modules on the ground and the advanced mission crew is busy hooking up all the equipment. Come join us and be a part of the first Mars Online Colony. You can get more information by joining the forums and following the web pages. Go to www.hyperkat.com and stay in touch. See you on the surface……

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Mars Colony: A Psychological Insight

While living on Mars sounds glorious on the outside, the realities of social structure and dealing with daily activities would be a test of will. Everyone would have a job and would report to a superior and they would in turn report to someone above them until we reached the top of the food chain where we have one boss, one leader, a supreme commander of the colony. So is this a company structure or is it a dictatorship? If we are working for a company then it’s simple, you do your job, get your paycheck and stand around the water cooler on breaks talking to your cohorts about how management couldn’t get a clue if they bought one, go home and deal with your wonderful wife and 2.5 children.

If the colony is a dictatorship or monarchy, not much will change in the day to day activities so why would it matter what your position in the grand scheme of things would be? People will get moved to different jobs as needed or promoted to easier jobs and manage others more effectively due to experience. Why does a persons’ position in the pecking order mean so much to us? The dictator would have to eat and breathe just like the rest of us and the delicate nature of our existence on Mars would make the big boss less of a tyrant and more of a leader.

Can we have a democracy in the colony? Yes, we can. But what would it look like and how would it work? We are used to voicing our opinions, voting and standing up for our rights as citizens here on Earth. How would this work on a colony where almost everything you do has consequences for sustaining not just your life but the lives of others? You can’t just quit working on the only oxygen separator because you are pissed off about not getting enough internet time. In a remote colony we won’t have many of the things that allow us to tolerate the day, but humans have a way of adapting to dire circumstances. What are the rewards for our hard labor in the colony? If we don’t have something to look forward to after our work shift is over then we are nothing more than slaves or tools. What will be fun on Mars? What will we do to make living there tolerable?

I worked on a game in the late 90’s called Everquest for Sony. The company had a great game idea and a masterful crew to make it a reality. Of course Sony looked at the game as a product for sale since they were in the business of making games to make money. The game was a Massively Multiplayer Online Role Playing Game or MMORPG . Users from all over the world logged into this game for hours and days at a time and still play to this day. The game is of the swords and sorcery genre, but beyond that it lies a society of people from all over the planet interacting in a fantasy world. I play the game as well and I am amazed at the social interactivity that goes on inside. For the most part gathering up a team of adventurers and running into a dark cave and getting our asses burned of by some fire-breathing dragon is what I like to call fun. But there is a dark side to the online games. I have seen people leave their spouses and move to another state to be with a person they met in the game. I have seen good friends get mad at each other over looting some virtual sword out of turn. Cursing, bitching, complaining, and crying are all prevalent and yet players have to log in every day and get their fix.

Version 3 of our Mars Colony Simulator will be about a persistent online colony. We are going to create a virtual Martian colony and test its viability as a commercial product. Like all games there is an obstacle to overcome which creates a positive result. The goal will be the same, but the challenge for this venture will be the survival of all colony members. Food, air and water will be the primary goals for the activities presented, but we want to discover how much more entertainment we have to add to make it fun enough to bring people back. I am interested in the psychology of the simulation from a business standpoint. Can we make the simulation compelling enough that users will want to play a lot? is a question but there is a more serious lesson to be learned here. What is going to happen when we get 20 or 30 people I have never met start playing? How can I control my colony? What is to prevent someone from grabbing a rover and running amok? This is a golden opportunity for a Doctor of Psychology to jump in and observe the action. Watch a society degrade into anarchy or survive the storm and become a productive new world order. Either way it will be an interesting experiment and I think this aspect would be of interest to members of the psychological vein of study. The first test colony will be online Q4 of 2009 and we will keep everyone posted on the status of the colony.

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Mission 2 is Here !

As an edit would be more expedient, I will simply be updating a previous post with the following. Mars Colony Simulation 2 has been posted for public download on the HyperKat website; please follow the links at hyperkat.com. There will be ongoing changes and/or additions as time permits, so please check back every week or so for any and all updates. Inside the download is a documentation file that I would like for anyone who downloads the sim to read. This document contains very important information on the operation of the simulator and the expectations of the simulator. Previously, there were complaints of lack of documentation or help files. Also please make note of the in-sim help dialog box, which is accessed by pressing F1. These documents will make your simulator usage much easier. Thanks again to the interns for producing some new art, as I know my own artwork can be somewhat lacking.

The testers have been running mission 2 for a month or so and most of the little bugs have gone away. HyperKat will probably release this version to the public within the next month. At this point we have received many positive comments about the direction we are taking with the simulation. We didn’t want it to be a game as such where you would be given a task and a time to finish it. Our goal was to put the user into a quasi-realistic adventure. Is it a simulator or is it a role-playing game? So far the response to the question is it’s both. You are put into the role of an astronaut, dropped on the surface of Mars and forced to survive. We simulate the activity you might expect someone to deal with being on Mars. So now how do we balance the aspects of a role playing game with the realism of a simulator? Perhaps it is time to rethink what we have accomplished to this point and re design things with more of a game aspect. People like choices in games. They like to pick a character, pick the equipment, and pick the locations to run through. Choice gives the user a feeling of control and creativity that suits their specific needs. So what can we give the user for choice in this simulation? I think we can offer multiple landing sites, allow the user to pick the mission sequences, uniforms, types of gear to take on the missions and the difficulty level. After landing the craft, each user is in charge of what they want to do or what they think they need to do in order to survive. The simulation allows up to 4 players at this point. We can expand on the number of players and each user can form their own mini adventure where they can invite their friends and run the simulation as long as they might want. We would like to think this could be released as a commercial product within a year. Many of you have sent us emails about how this sim is so much different than anything currently on the market makes us believe that a commercial RPG would be worth the effort.

Now that we have a release of the mission 2 version we will take a look at the responses from the general public and make a decision to continue as is or dig into the possibility of creating a super space RPG. We would like the general public to respond and tell us what you want. Leave us some comments and lets see what happens….
I would like to thank all the testers for their help.

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Mars: The Second Mission

After the discovery of liquid water below the surface, the plans for mission 2 have begun. The first mission also found the Zeus rover and retreived the information from the data recorder. There are 20 or so sub surface echoes that need to be explored some distance away from the landing site. We will need to send a 2 man rover to explore these deposits. We will need to set up a communications repeater tower on the hill to the west of the base to allow the command center to stay in touch with the rover crews. The most important function for mission 2 is to set up a greenhouse and grow food.

Now that we have access to liquid water we can stay planetside for an extended period of time. It is our hope that the rover crews find materials we can use to sustain the colony. We need to find material for fertalizer such as Phosphates, nitrates and potassium based chemicals. Everything we have or produce needs to be recycled. Unused plant material and waste products can be composted and used to treat the soil. The chemistry of the soils we find there will have to be modified to promote plant growth. The challenges we face to alter what we find to provide what we need will be difficult but I think we are up to the task.

Mission 2 will have a water scrubber to clean some of the contaminates that may be present. This scrubber will provide clean drinking water for the crew to drink and to water the plants in the greenhouse. The water scrubber will also be used to extract oxygen from the water for the crew and help balance the oxygen levels in the farm unit.

We learned from mission 1 that there are frequent storms on the surface. The solar panels only provide power during the calm. The wind speed tests we did in mission 1 tell us we can suplement the power requirements using wind turbine generators. These generators should meet or exceed the power requirements of the farm. The biggest issue will be heat for the plants. We can’t afford to let them freeze and die. Our earth bound testing provided us with hearty plants that can grow in cold temperatures and will require less power to maintain. The crew of mission 2 will have to monitor the farm constantly until we find the magic combination that will provide a sustainable source of food.

We will set up an algae growth system in this second mission. Algae will provide food, some medicines and a small oxygen supplement. Earth researchers have discovered that algae is not really a food but we can use it for food for fish that we may bring, grow and eat . There is alot of interesting research on algae and the crew of mission 2 will be busy.

The rover we send for mission 2 has been named Hercules. It is a small truck rover that will carry two passengers and cargo. It will be powered by a methane / oxygen turbine to charge the batteries with a Photo Voltaic panel for chargeing the batteries while out at the work sites. Hercules is equipped with emergency oxygen and can sustain the occupants during storms. We will need to take enough spare parts to keep it going until mission 3. The plans are set, the mission is a go.

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HyperKat Games Announces Mars Colony ETS Demo Release

For Immediate Release

HyperKat Games Announces Mars Colony ETS Demo Release

Mars Colony ETS – Independent game developer, HyperKat Games, is excited to announce the immediate release of Mars Colony ETS public demonstration. Mars Colony ETS is the first virtual Mars exploration simulator, based on existing practical science, that puts the user into an immersive first person 3D graphics experience. The demo is available as a free download at Hyperkat.com.

Inspired by JPL’s Mars Rover projects and the proposals of entities such as The Mars Society for manned exploration of Mars, Mars Colony ETS hopes to bring realistic space exploration experiences to everyone. The first mission puts up to four people on the surface of Mars, with all of the basic tools of survival and specific goals to ensure the eventual successful colonization of our sister planet. While open ended, the primary tasks are to locate water, sustain life support systems, generate fuel and gather and catalog information on local exploitable resources. The simulation has an active weather system and Colonists are required to equip EVA gear to survive the hostile Mars environment while installing and managing external activities. Things break and successful Colonists must think creatively in juggling mission requirements while maintaining critical systems. Successful missions complete all or most of the mission parameters while generating sufficient fuel and oxygen to return to earth. Additional missions are under development and will include the addition of rovers, vehicles, food production and engineering.

Colony ETS is based on a client and server model, allowing for individuals to play solo or host up to four friends in collaborative play requiring a broadband Internet connection. Mission hosts can create private or public servers, accessible through server lists in game. Game status is persistent on the host server allowing for games to be played in single or multiple sessions. Completed missions are given a score and analysis of the completed mission parameters. Hosts can also reset the mission to replay.

While this demonstration is still conceptual, there is a lot of potential to influence the development, from academic to mainstream experiences. HyperKat needs your feedback and participation to help refine and steer the development toward the best possible experience. Please join us at HyperKat.com to provide feedback, opinions and participate in testing programs for new missions. Our special thanks to “thedubman” who has shared his tremendous enthusiasm and time in testing and providing great feedback, and to the rest of our wonderful testers who have logged hundreds of hours working out the bugs in Mission 1! We have a great community and would love you to join us!

Colony ETS information: www.hyperkat.com
Colony ETS blog: www.hyperkat.com/blog
Colony ETS Testers: www.hyperkat.com/litterbox

HyperKat Games was created 2003 by Howard Dortch to design, develop and distribute fun games for all ages. The company is located in an economically depressed area of Southern Ohio in hopes of providing local college students employment in the games industry.

Howard Dortch currently teaches game design at Shawnee State University in Portsmouth, Ohio. HyperKat is home to Mars Colony ETS, Virtual Rover Simulator, ScudBuster, SOF/Raiders and HyperXBall.
Company Site www.hyperkat.com

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Colony Stories – A New Mission

Hi readers,

Over the next few weeks, I will be writing and posting a story about a return, 3 person mission to Mars. Before we begin the stories, I want to address a few things directly – to avoid any confusion.

1. The likelihood of a single manned mission – as expressed in the first story series – is pretty low. The risks involved are too great and additional team members ensure a higher probability of success. The “logs” were loosely based on my experiences running Mars Colony Simulator (alpha and beta) in single player mode… and it is conceivable that once these kinds of missions are regular, that a series of bases, manned temporarily by a single person, could be established. I would guess however, that a larger “local” base, with a full staff and facilities would be required to allow for this kind of pioneering effort to be considered. Personally – I see this idea much like the hundreds of pioneers that set out alone to establish the West in North America. They grouped together to make the treck, but split into smaller groups and individuals to setup homesteads, farms and ranches. Other pushed on to the west coast. My point is that there is a key spirit of discovery, pioneering and risk taking that will be a central criteria for successful colonization… whether for long term expansion of civilization or for resource harvesting.

2. To increase the “challenge” the next story will focus on a 3-person mission, rather than 4. As a focus, I am going to dwell the relational aspects and interactivity – the actual tasks will start to take a bit more of a backseat. We are also picking up elements of “Mission 2″ – under development by Hyperkat for the commercial release of the simulator. I am not a psychologist nor a behavior expert, but will draw on historical events, as well as logs and mission reports from the Mars Society missions, and my experiences managing diverse teams. I look forward to putting three highly capable pioneers into the stressful grinder of a return mission to mars, and watching how their personalities and capabilities run up against difficult circumstance.

3. I will try to mix both narative and the “log” report format, to provide some continuity, as well as a few directive’s from Command and Control back on earth. Dealing with the (6 minute) delay is very hard in fiction – real time communication is not practical, so the focus will be on broadcast audio, some limited video and email/report communication, so while “real life” will have more direct communication, this story line will have very little. In fact, my early drafts feel a bit like Command and Control is very passive.

I hope that you enjoy the series.

Posted in Colony Stories.

State of the Colony

You don’t realize how many things can be interconnected in a simulator until you have to write the code for it. In order to create a level of realism we have to consider what I call effecters on everything in the simulation. Take the character for instance; each one has health and stamina. The overall health of a player is affected by food, water, temperature and oxygen levels. Depending on the activity, the stamina level will go up and down. A person exerting energy to climb a hill or carry a heavy object will lose stamina and over time will cause a decrease in overall health. You get too cold or are depleted of oxygen and your health will go down. Depending on the situation like going outside with no EVA gear in freezing cold, the characters will lose health and die rather quickly. During the simulation we have to constantly monitor the player position, mounted gear, activity levels, food, water and oxygen mixture levels.

The same methods apply to all the equipment in the simulation. An object that is outside in the freezing weather with dust blowing over it will suffer failures much faster than equipment inside. The other factor that applies here is if the equipment is being used or running will tend to wear out and break faster than a unit not being used. Time will cause mechanical objects to break if they are constantly being operated. So everything that can be used or is affecting some portion of the simulation needs to be monitored and the calculation for failure is dependent on its run time and environmental conditions of operation..

Then we have the “jack random” failures where things just break with no reason. It is part of reality and we try to minimize this issue by building objects with the best materials and engineering practices we have but still things will break for no reason. This can be a difficult mode to inject into the simulation but still needs to be allowed to happen.

Every time we add an object to the simulation we have to decide if it can break, how it will break, what will cause it to break and how do we decide to break it. In a perfect world/simulation nothing will break and we just go about the task of completing the tasks given by the simulation. Most testers we have encountered to this point want the failure modes in the simulation to add more challenge or reality to the environment. Without challenge or the possibility of failure the simulation has no validity and generates a lower interest level.

The general operation of executing the mission orders is another level of decision making left to the user. Mission one is the geology survey and the hopes of finding liquid water under the surface. There are enough tools in the simulation to complete this task and the challenge is to do it in an efficient manner. Situations may occur that alter your methodology so it is up to the users to make decisions on how to accomplish the tasks required by the mission.

The latest version of the simulator we added the oxygen mixture valves. A higher concentration of oxygen will allow the characters to heal faster while a lower mixture will cause a faster loss of health and stamina. We added a failure mode for the oxygen tanks in the COHAB so users are faced with the dilemma of mixture settings. If you are low on oxygen you might want to cut back on the mixture to conserve but you do so at the expense of crew health. Set the levels too high and you do so at a higher consumption rate. We also changed the Photo Voltaic array to be 8 separate panels. Any one of the panels can fail and may cause the batteries to drain faster than they are being charged. You can shut down some systems like the lights to conserve energy or stop using some of the equipment that consumes energy. Again, this is a simulation decision that has to be made by the crew on a per incident basis.

As we add more things to the simulation we also add more challenge in the overall operation of creating and maintaining the colony. The next major phase will introduce food production in the form of algae and plant production in a greenhouse environment. The code is in now to actually allow the users to plant seeds and grow plants, harvest and convert the bio material to food or medicine. Users will have to constantly monitor soil, water and temperature to create enough food for survival.

Good luck to all the testers out there, time for me to get back to writing code……

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In case you are having problems with Teamspeak… :)

http://pc.gamespy.com/flintlocke-vs-the-horde/episode-6-to-the-barrens/925604p1.html

 

Pretty funny and fairly accurate…

Cross your fingers, perhaps we can get an ingame radio system before too long. Meantime, we <heart> Teamspeak.

Posted in Colony Game Development.

Can you cut it? We need testers…

Hi gang,

Well, Mars Colony Simulator is well on its way to a public demo release, but we need fresh eyes and strong backs to polish this up. A few of you have already been to Mars, but we need a few more pioneers!

Because the bug fix schedule is unpredictable, we are building an invitation list to query when we need a new test run. Usually we will need 2-3 hours of your time. Oh there are some requirements…

1. Windows users only… there is no Mac port of this project.

2. We will screen for system specifications… so will ask that you send some system information ahead of time. We have tested on laptops and mid-high end desktop computers so you will most likely pass. A good graphics card is useful. You can find out your specifications by running DXDIAG from your Start/Run menu.

3. You need broadband internet access… we don’t really care what brand, although GPRS or 3G modems will experience significant lag problems.

4. We prefer you use a headset with microphone and require Teamspeak. This information will be forwarded to you in the invitation.

Why Teamspeak? There is currently no in game radio system. Teamspeak will run in the background allowing you to talk with other testers during the game… this is far more efficient for communication than the console chat.

Teamspeak is a free client download – you can find it at http://www.teamspeak.com/ . Those of you that play a lot of FPS or MMO games maybe familiar with Teamspeak already. Teamspeak will require a microphone, configured through your system’s “Sounds” control panel.

Please setup “Push to talk” hotkey, we suggest the left CTRL button, if you are not using a headset mic. This prevents echo problems and feedback when using live speakers, and keeps the background noise down. 

In the invitation, you will be provided with the server IP address to join. While only 4 people are supported in a given Colony instance, feel free to join in. There may be people dropping out because of schedule – freeing a slot.

How to join…

Please send an email to hdortch@hyperkat.com. Include your name, location, email address and a general description of your PC. It is also useful to know if you are a space enthusiast or professional.

Testing sessions are happening about 3-4 times a week, during major updates and bug fixes, and occur during evenings on weekdays – and anytime on the weekends.

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