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Sands of Space is old school RPG with turn-based combat and open world. The plot of the game takes a place in alternative future of the 1980s. Active space exploration in progress. Large corporations are colonizing planets with minerals resources instantly turning them into mining towns-colonies. Some of them grow into huge mega-cities, while others become abandoned ‘mines’. The more valuable mining, the higher a military conflict between corporations can be. This is exactly what happened, on the once prosperous Trappist-1 h. It's believed that there was one of the biggest military clashes between corporations, with the latest military technologies and weapons of mass destruction. After destructive bombardment and using of toxic gases in cities and colonies, flared the disease, called – ‘scarlet plague’. It’s not known what the catalyst of the plague was - war or incorrect terraforming.

There only thing we know that the epidemic led to an irreparable genetic mutation and there is no cure yet. The planet was immediately close to the ‘star’ quarantine. Those people who could – escaped, but it wasn’t so much of them.


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Artifact hunter's spaceship ‘Nebosvod’ type 1M1, during a long flight, with a valuable cargo on board, crashes on the planet Trappist-1 h. Getting into a closed and cruel world, standing in the ruins of corporate wars, the main character is trying to get out of this trap.


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  1. Open world in a post-apocalyptic atmosphere, abandoned bunkers, spaceships, caves etc.
  2. Character customization (stats, skill, feats)
  3. Turn based combat. Weapons, energy shields, psi abilities, implants etc.
  4. Mutants, androids and other creatures
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Combat mechanics Part #2

News

Hi guys!

Still working on props and locations and I want to share with you some basic game mechanics.
Good news! We have new NPC pictures!

avas


Basic Characteristics

There are seven of them so far. Below, short description each of them:

  1. Strength - influence on weapons, lockpick (you can use the strength on all locks), hand-to-hand combat and throwing weapons
  2. Constitution - effects on the health points, the number of implants and its work, and a little bit on PSI abilities
  3. Intellect - impact on the conversation, the overall impact on the characteristics, getting the level
  4. Fortune - in some way the impact on all (you know what actually fortune means)
  5. Intuition - influence on the view range, the range of fire, and the combat queue, speech skills
  6. Dexterity – action points in combat, armor, skills to sneak/steal
  7. Will – PSI abilities

All these basic characteristics affect on one or another skills group. In general, everything is standard here.

PSI

As you can see from the screenshot, I’m planning three types of PSI skills:

  1. Bio-PK - Combat / organic only
  2. Cyb-PK - Combat / non-organic
  3. Telepathy - Not combat

Bio psychokinesis acts only on organic (bleeding from the eyes, intimidating, diarrhea etc.).
The cyber psychokinesis acts only on non-organic (for example - you can hack a robot (or some machine) during the combat and it will stand on your side for several turns)
Telepathy it’s not combat skills, it’s player’s abilities - for example, to uncover the fog of war in a closed room for a few seconds.
Only the Androids and Cyborgs will be apart, because it is both organic and mechanic, so some PSI from cyb and bio can be applied on them. But not all.
PSI are directly dependent on implants and Will characteristic. By default, all PSI are available for the player, but it can be used only if player has an implant - PSI booster.

Combat

The math of combat is quite simple. Almost all standard variables for RPG in general:

  1. Distance from the shooter to the target (0.1 to n) - example - 29m
  2. Comfortable range of the weapon (0.1 / n) - an example - 0.1 / 20 meters
  3. Weapon Damage Range (a/b) - Example 10/15
  4. The luck factor (Fortune from 1 to 12), affects the misfires and critical hits - example 6
  5. The skill factor, percent (from 10 to 300)

combat


The last but not least - obstacles also calculated. The NPC has three points and player too - the head, torso and legs. If one of the points is not visible, then the chance of hit falls. And the last check is type of armor.
If the armor is a full kit (like Power Armor), then it is considered like minimum open areas. And if there are different parts of the armor, that more open areas are.

Random Locations Generation

In generally I’m planning that the locations will be static. Randomization will be only when the player will found/buy/steal the coordinates of the unopened bunker or place. In this way the location will be generated randomly. This, I guess will bring some kind of dynamics to the game. And the loot and the size of the bunkers will depend on Fortune obviously. All other locations will be static.

It’s going to be an open world, so the player can travel the entire planet as he wishes.

Thanks!

IFS meaning

IFS meaning

News

Yet another update about game mechanics - IFS Intoxication/Fatigue/Spirit.

Update - new UI and Archetype game mechanics

Update - new UI and Archetype game mechanics

News

New UI and information about one of the game mechanics - Archetype.

New props

New props

News

Small update. Working on props such as consoles, street lights and road blocks.

New location in progress

New location in progress

News 2 comments

Summary of the latest updates. Still in development.

Comments  (0 - 10 of 12)
Omegakill
Omegakill

This looks fantastic Dmonin! It has a strong Fallout style vibe. I hope you keep up with this project, I want to keep a close eye on this.

Reply Good karma Bad karma+4 votes
dmonin Creator
dmonin

Hi! Thank you! I do my best to keep the style and atmosphere of classic scifi rpg.

Reply Good karma+4 votes
Wolod
Wolod

Reminds me of X-Com. Good job on that one!

Reply Good karma Bad karma+3 votes
dmonin Creator
dmonin

Thank you!

Reply Good karma+2 votes
Durbek
Durbek

Well, looks pretty good.

Reply Good karma Bad karma+3 votes
dmonin Creator
dmonin

Thank you, Durbek!

Reply Good karma+2 votes
Neurosaur
Neurosaur

Looks great! Best wishes!

Reply Good karma Bad karma+4 votes
dmonin Creator
dmonin

Thank you!

Reply Good karma+3 votes
Xitilon
Xitilon

At first I thought it's something among the lines of X-Com, but it seems it's some Fallout-like in 3D. Not bad, good luck!

Reply Good karma Bad karma+5 votes
dmonin Creator
dmonin

Thank you!

But anyway X-Com is a great game.

Reply Good karma+4 votes
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Sands of Space RPG
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dmonin
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