ScrumbleShip is the most accurate space combat simulation devised to date. Gather resources, construct a capital ship out of individual blocks, then pilot it with AI or human help against other players.
One of the new factory blocks, along with the hangar door blocks, mocked up into a large factory. Nezumi is working on additional variations of the factory block shown, to give it more visual interest.
The idea is that those massive doors open, allowing you inside. You place blocks of metal according to a recipe, march outside and hit 'e' to use the factory. The factory shows you a list of options for things you can build using the materials inside it. Once you select an item, the doors close, the thing hums for a while, then the doors open and your selected item is ready.
This is the largest size of factory, capable of creating even the mighty fusion reactor.
My gauge is telling me that I have tons of energy, a decent amount of oxygen, but I might start worrying about my fuel. (I flew around wastefully in the construction of this thing)
There is too much awesome concentrated in this post for a proper reply.
I love how you refuse to simplify the game even in the aspects where it's not too important to core gameplay. You should change the subtitle from "The most realistic space sim" to "The Dwarf Fortress of space sims".
I know, right? :D
The REALLY scary thing is that I'm constantly simplifying my ideas :D
This is so cool! Factory blocks AND hangar doors in one update? Outlandish. :D
So let me see if I get this: the "factory" is any contained space with a factory component built into the containing wall? or does the factory need to be made entirely of factory component blocks (and a door)? In sum, what's the formula to make a factory?
Those hangar doors will solve my problem of how to close off my ship's launch bays nicely. How do they function as a single door? Any hangar door block that's touching another acts as part of a larger door? How do they open?
The factory isn't functional yet, just the blocks that comprise it are being slowly made available.
To create a factory, you need to place factory blocks and door blocks to create a hollow space, then press e on the factory. A dialog will come up asking if you want to define the factory now. If you say yes, the hollow space becomes a factory. Larger factories will be able to construct larger items, but will also require more energy to run, AND will break if subjected to G-forces. (The smaller factories will be much more tolerant of G-forces)
The hangar doors will vanish or return when an engineering terminal (Or adjacent factory) tells them to. It's assumed they retract into one of the walls, like the smaller doors. A single hangar door is defined as all hangar door blocks that happen to be touching.
So... will the gameplay OUTSIDE of battles be important too? As in, will it have a similar concept to Minecraft in that you need to survive on board while not enganged? Will the player have to deal with fatigue and hunger? I wanna build a replicator... :D
Yes! Although the battle system is the crown jewel of the game, ships without a universe are just plain dull.
Survival will be a challenge, yes - Space is not forgiving to lifeforms such as us, and a poorly made ship is more likely to kill its crew in the asteroid fields than it is to let them die in battle. I've already got pretty realistic player impact damage and exposure to vacuum effects.
I intend to model hunger, eventually. I hadn't considered fatigue. I also want to model the morale of clone troops, There are already limits on spacesuit fuel, oxygen, and energy in the bleeding edge version.
I want to model all this because if affects battles. A half-starved, bathroomless clone ship is going to fight worse than a ship with a stocked larder and "hygiene stalls" (They're coming) on every corner.
Woohoo! That's exactly what I wanted to hear! XD I downloaded the bleeding edge version just before- does anything happen when the gauges run out yet? Just thought I'd also point out that the collisions seem to be glitched in it, but I guess that's why they call it the bleedin edge... :P
Yup, collisions are currently broken, as I'm using them to study the new general purpose raycaster as I write it.
When the fuel gauge runs out, it stops all suit thrusters.
When the oxygen gauge runs out, it runs the "exposure to vacuum" routine, which does minor damage to the player over 15 seconds, then kills him due to lack of oxygen. (Although the current "death" signifier is just a notice on the command line)
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