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.
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.
Still working on props and locations and I want to share with you some basic game mechanics.
Good news! We have new NPC pictures!
There are seven of them so far. Below, short description each of them:
All these basic characteristics affect on one or another skills group. In general, everything is standard here.
As you can see from the screenshot, I’m planning three types of PSI skills:
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.
The math of combat is quite simple. Almost all standard variables for RPG in general:
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.
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.
Yet another update about game mechanics - IFS Intoxication/Fatigue/Spirit.
New UI and information about one of the game mechanics - Archetype.
Small update. Working on props such as consoles, street lights and road blocks.
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