Author Topic: Player built base  (Read 4430 times)

0 Members and 1 Guest are viewing this topic.

Hyper

  • Administrator
  • Mission Commander
  • *****
  • Posts: 1233
Player built base
« on: February 26, 2014, 08:02:40 AM »
Finally got the code working for allowing players to build a base. We are using a Dialog top down view of the layout. Player picks a unit type and places it in the grid. The code also checks for player bank and subtracts the values so the economy is involved.
There are 4 build sites, players have to "claim" a site and create their base however they want.
We are currently working on defining all the modules and all the configurations. You buy a life support module and all the equipment comes with and ready to fire up.
Only engineering issue is transporting that info real time to the clients but success at last on that part.

rditto48801

  • Mission Commander
  • *****
  • Posts: 149
  • Wait, this isn't Duna.
Re: Player built base
« Reply #1 on: February 27, 2014, 04:09:53 PM »
Will the 4 build sites be in separate maps/instances, or are they on a single map/instance due to the map being much larger?

How will directions/facings of base modules be handled?
Will there be a 'rotate' option? Or would base modules be modular and have multiple points where things like doors, window, airlocks, large equipment, etc, could be placed?

Will there be options for private/single player games/maps?
Boldly going forward, 'cause I can't find reverse.

Doctor Watson; Proving that being wrong means being one step closer to being right.

Hyper

  • Administrator
  • Mission Commander
  • *****
  • Posts: 1233
Re: Player built base
« Reply #2 on: February 28, 2014, 08:31:16 AM »
The map has 4 build sites. The center of the map will be Ares Base.
At this point the rotation is on the cardinal points N,S,E,W The hubs are 4 say and the modules can be added EW or NS. We didn't see the need to allow angles off the core directions but you can attach things any way you want. You have 160 sq meters for a build site so the base can grow any direction to fill that space. We tested it a few times and that is plenty of room.
As soon as we can get the core of the game running we can have a closed alpha test.

Alasandros

  • Specialist
  • ***
  • Posts: 22
Re: Player built base
« Reply #3 on: August 29, 2014, 10:21:13 PM »
 I cant wait to see how the modular base works its something i was always looking forward to in a new version after hearing some of the ideas you had for it even tho you didn't have time to implement it in version 1.

 There a chance of some sneak peeks of some base construction screen shots in the future?

  Finally found the address for the forum again worst part of having your pc blow up >.< . Hope i can get in on this round of game testing i wasn't much help last round with pc issues and RL making me miss test dates but new pc and more spare time now so if ya need a hand id like to help out.
« Last Edit: August 29, 2014, 10:23:49 PM by Alasandros »

Balazur

  • Specialist
  • ***
  • Posts: 23
Re: Player built base
« Reply #4 on: October 31, 2014, 10:39:10 AM »
IMO instant spawn of buildings won't be nice...
As 4 myself I'd like 2 see building in few steps...
Delivering of materials (refined on base or bought)...
Placing foundation and materials on building site...
Some welding, connecting and installing of concrete (or other) panels...
Installing doors, windows, airlocks, connecting 2 power sources and installing cameras + other kind of sensors...
And then installing inner equipment depending on type of room/building...

My point is - instant spawn of few tons of materials instantly composed into building is not nice 4 realistic simulator...
I know it was similar way in MCC1 (building sites for room required in next mission)...
But in 2nd MCC I'd like 2 personally or with robotized help build some structures and components and devices...
Have I mentioned a variety of grades/quality of created stuff depending on skill and minigame success?.. :)

profit004

  • MCCS Test
  • Mission Commander
  • ******
  • Posts: 418
Re: Player built base
« Reply #5 on: October 31, 2014, 04:46:53 PM »
Having building's build in multiple stages results in exponentially more art assets that need to be created.   If you can accept scaled generic scaffolding or something then it is doable but other than that I really think it is adding a pile of cost for a very small gain.

Hyper

  • Administrator
  • Mission Commander
  • *****
  • Posts: 1233
Re: Player built base
« Reply #6 on: November 01, 2014, 08:54:52 AM »
The base sections will be designed for shape and size it's the placement of the objects the users can make.
You buy a module and set it where you want in the building site.
Some players may choose to make food so they would have more farm,fish and bio modules. I am planning on multiple decorations for the base pieces as well.

FlyingCheeseCake

  • Specialist
  • ***
  • Posts: 22
Re: Player built base
« Reply #7 on: December 30, 2014, 09:14:38 PM »
Are you planning on any "after market" quality of life upgrades for the base modules? For example: power and water distribution. I could imagine an entry level module with its requisite equipment and battery rack needing to be connected directly to a power source. Then with the investment of resources, whether real or monetary, the base can be upgraded to a manual distribution system similar to V1. Finally a third upgrade would include automatic and prioritized load balancing. Water would be similar: starting with the V1 model where players need to carry buckets everywhere and manage the needs of each piece of equipment, and ending with a system that waters the plants and tops off the fish, algae, mushrooms, and worms from a central reservoir and control station where the player can set hydration levels.

These sorts of quality of life additions are meant to further personalize each base. Like you mentioned, Hyper, one player may want to be heavily invested in farming and so would build additional greenhouses. Too many of these and that player may find himself doing nothing but playing bucket brigade; an investment into a water management system would make sense to him, whereas it wouldn't be considered by a player heavily invested into geology.

Just random thoughts that hit me as I've been playing V1 and thinking, "it would be nice if..."
I always liked deadlines...I love the whooshing sound they make as they fly by.

Hyper

  • Administrator
  • Mission Commander
  • *****
  • Posts: 1233
Re: Player built base
« Reply #8 on: December 30, 2014, 10:28:57 PM »
Thanks for the input. The way it is set up now we eliminated some sub modules and wound up with a PLC (Programmable Logic Controller) and a Mechanical device like a Scrubber module and Controller. Players will be able to upgrade these parts. Quality 1 is what you get with the base module. Quality 2 are player made and have better output and more automatic control. I took out the water cans as the overhead pipes should supply water from the main supply to the rest of the base. Worm beds for instance have a button "Add Water" it pumps in 0.25 from the main tanks.
We want to make it less simulation and more game. Lot of users suggested this approach.