Overview
A web-based space exploration / building / trading / combat game, from the viewpoint of a lone captain. Explore the over 80 million star systems, join an empire, remain a freelancer, indulge in piracy, found a colony, build a space-station, become a deep-space explorer, the choice is yours. Play in one of the public galaxies or create a private galaxy for you and your friends.
Project PewPew is just a codename, until I come up with a really good, unique game name.
Inspiration
There are several excellent sandbox space simulations out or soon to be released, but they all take top of the line PCâs or consoles. This is designed to give the player all the fun and mechanics of one of those games, but on a platform that will run anywhere, including phones. This means graphics are very minimal, sprite-based.
Also, I want this to be the perfect âspare timeâ game for me. Something I can spend as little or as much time playing as I want, where time away doesnât penalize me.
This is important In terms of game âfeelâ, this is an excellent example of what a player might hear when arriving at a new star system: Adrift
Mechanics
The Galaxy is made up of a 2D grid 40,000 sectors tall and 40,000 sectors wide. 95% of these sectors are empty space, the remaining are star systems (and the occasional anomaly). When a player enters a star system, a new map is shown, a detail view of the star system, with the star in the center, and asteroids, planets, etc orbiting appropriately.
The galactic core will be generated at birth, then the rest of the galactic frontier will be generated as needed. This will allow for empires, races, to have set systems they control.
After a geological scan of a planet, a surface capable ship can land. A planets surface is 100 by 100 sectors. Each sector can house a facility (mine, housing, power plant, trading depot, hangar, etc)
Ships come in a wide array of sizes and hull configurations, mostly randomly generated during galaxy creation. Players begin in a 1-crew ship, but some ships that can be build / bought can hold a crew of over 2000.
Crew are mostly just statistics with a name. You can assign a crew member to each main section, their personal stats will affect those sections accordingly. For example, a crew member with a high piloting skill, chosen to fill the navigator role will add to the overall evasion of a ship, slightly reduce travel time, etc.
Bigger ships let you assign crew to each of the main sections, with the stations requiring certain number of crew underlings to properly manage it.
With enough money you can hire construction crews to build facilities on planets surfaces, and in space.
A player can broadcast access codes to other players, which allows them varying levels of access to the facility.
Facilities have automated defenses. Automated in the sense they operate independently of the player. For example, an asteroid mining facility in an asteroid field might need personnel of 50, 5 of them being combat oriented crew who man the facilities weapons. If the owning player is actually on/near the facility, they can take direct control of the combat.
Technical
PewPew will have 2 major components.
API
Every game logic decision will be handled by the Go powered API, which will be glorious. All the game data will be stored in MongoDB. The ability to have secondary indexes will be invaluable for the various web views. (Galaxy view, system view, planet view).
I intend to have the API be open, so a player could use their API key for their account to directly interact with the API. Player-built tools are encouraged.
Front-end
I intend to use one of the JS-based game frameworks to handle the front end. Possible candidates include:
The front end will ONLY be for the UI, all game logic will take place within the API.
Mobile browsers I consider first-class citizens, and am designing for them in mind.
Possible Features
- For a fee a player can purchase a private galaxy, and give access to their friends
- Technology, races, star systems can be set via JSON data, allowing a private galaxy to be very different from the vanilla PewPew content.
Business Items
Players will buy a license for the game, varying from 1 month access to lifetime. I intend lifetime to be the no-brainer decision.
Sections to cover in greater detail
- Races / Empires
- NPC Activity
- Combat
- Construction
- Trade
- Player / real world interaction
- Ship building
- Travel
The Plan
Obviously, I cannot get all the functionality in place before launch, so the idea is to have a subset that is fun, and if the interest is there to keep building.
If I have a core set of functionality to show off, I could see some sort of crowdfunding effort be successful, and help me develop it faster.
Feedback
Yes please! Anything from ux ideas, to discussion on accurate celestial orbits welcome.