Space station subsystems
I want the game to feel a bit like you are just a very small part in the grand scheme of things and part of that is going to be based within the space stations that will litter the quadrant.
From a gameplay point of view the space station will fulfil the usual tropes that a village might fulfil in any RPG: it would provide jobs/tasks, supply equipment, give you a chance to heal, upgrade you ship to enable you to explore faster and further and so on. However, I also want them to feel genuine and so they are procedurally generated from a selection of function subsystems. One such example is the Life Support subsystem shown below.
This system provides oxygen, warmth and power to the rest of the station. The doors (+) will be locked and it will be managed by an employee but I plan to allow you to perform any action within the game, so if you want to take out the maintenance worker and shut down the system you'll be able to. That could cause a significant problem on the space station, but that's your call! The green flashing square at the front of the unit is the control panel.
The dock is another section of the space station. Your craft will actually be docked at gate 1 or gate 2 and you will enter and leave the ship via the airlocks (#).
The security guard will be in the office as soon as you enter the space station so if you're carrying anything dodgy or just need to get in and out unnoticed you might want to find a different way on board. Airlock codes, anyone?
I'll update a few more of the station subsystems in more detail later on, but I hope this begins to give a flavour of hour some of the game is taking shape.
Rogue Quadrant
Status | In development |
Author | Doc Robs Games |
Genre | Role Playing |
Tags | ascii, Exploration, Minimalist, Pixel Art, Procedural Generation, Roguelike, Sci-fi, Space |
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