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Astero Notes

Posted April 10, 2023 by Xhin



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Fixtures List

Below is a list of all Fixtures in the game and what they do -- not their properties or components just yet.

  • Sensors -- Tells where asteroids are. The more powerful, the more you "see".

  • Long-range Scanners -- Tells you what asteroids contain and interlaces with sensors.

  • Short-range Scanners -- Tells you stuff about asteroids that you're currently orbiting.

  • Gravdrive -- Used to move between asteroids (or to an asteroid on your first outing).

  • Thruster -- Allows you to move around an asteroid surface and go down or up.

  • Lasers -- Used to drill through an Asteroid surface.

  • Drills -- Used to actually mine metal ores.

  • Tractor Beams -- Used to collect metal ores that you've drilled out.

  • Containment Chamber -- Holds onto resources for you and is limited in size.

  • Forges -- Processes metal ores into usable form

  • Refiners -- Allows you to alter metals and/or alloy them together in various ways to make new materials.

  • Fabricator -- Turns materials into Components.

  • Warehouse -- Stores Components built by the Fabricator. Also has a fixed size.

  • Reactor -- A lot of the above requires Power, which the Reactor provides. Contains a Bootstrap component that begins ignition via hydrogen power.

  • Radiator -- Reactors create heat in addition to power -- this has to be sent to radiators via coolant pipes in order to keep rooms from overheating. Radiators are on edges.

  • Hydroscoop -- Fuel is collected from the environment, which is hydrogen-rich. This fixture does so, provided it's on an edge.

  • Fuel Tank -- Stores fuel collected by the Hydroscoop and presumably refines it into a D-T blend via a Bootstrap component.

  • Virtualizer -- Allows you to "virtualize" fixtures, pipes and components so they can be built.

  • Constructor -- Allows you to build Rooms adjacent to the current room or deconstruct rooms free of fixtures and pipes adjacent to the current room.

  • Console -- Allows you to interact with the environment around the ship and various ship components that tie into that. Connected via data lines.

  • Terminal -- Allows you to interact with fixtures remotely, connected via data lines.

  • Life Support -- Allows you to exist in rooms without a spacesuit and dwindling oxygen supplies. Also refills spacesuit oxygen storage. The starting one has enough strength to provide life support to 2 rooms.

  • Life Node -- What life supports actually connect to in a room. They're small as they're kinda essential.

  • Spacesuit Chamber -- Allows you to get in spacesuits and also refills their oxygen supplies. The fixture here determines the spacesuit's properties.

  • April 10, 2023
    Xhin
    Sky's the limit

    Pipes List

  • Power -- Connects Reactors to any fixture that requires Power (which is most of them -- exceptions are the Thruster (the Gravdrive runs on Power rather than Fuel), Reactor (obviously), Radiator, Fuel Tank, Virtualizer, Console, Terminal, Life Node, Spacesuit Chamber).

  • Data -- Transfers information. Connects Sensors, Long-range and short-range scanners, Gravdrive, Thruster, Lasers, Drills, Tractor Beams to the Console. It can also connect a Terminal to anything whatsoever.

  • Fuel -- Transfers fuel around. The pipeline here is Hydroscoop --> Fuel Tank --> Thruster/Reactor.

  • Materials -- Transfers materials of various kinds. The pipeline is Tractor Beams --> Containment Chamber --> Forges/Refiners/Fabricators.

  • Coolant -- Connects Reactors to Radiators.

  • Ventilation -- Connects Life Support to Life Nodes or Spacesuit Chambers.

  • April 10, 2023
    Xhin
    Sky's the limit

    Starting Fixtures

    Fixture Edge?
    Sensor Yes
    Gravdrive No
    Thruster Yes
    Laser Yes
    Drills Yes
    Tractor Beam Yes
    Containment Chamber No
    Forge No
    Fabricator No
    Reactor No
    Radiator Yes
    Hydroscoop Yes
    Fuel Tank No
    Virtualizer No
    Console No
    Life Support No
    2 Life Nodes No
    Spacesuit Chamber No


    All starting fixtures start out connected but with breaks with the exception of:

  • Life support Ventilation to single life node (the starting room)

  • Life support Ventilationto spacesuit chamber

  • Reactor Power to life support

  • Reactor Power to spacesuit chamber

    Your starting room contains the following (and only the following):

  • Life Node (connected as seen above)

  • Spacesuit Chamber (also connected)

  • Console

    This is enough to bootstrap some very basic exploration and pipe cannibalization to begin the ship repair mechanics.

    You can pull components from anything except the Virtualizer (for obvious reasons). Starting components are super weak, like 2x as bad as the lowest range on metals.

  • April 10, 2023
    Xhin
    Sky's the limit

    Timing Systems

    The following Systems take real-time with some kind of countdown. This can be improved by the fixture in question having better Components, having more of that fixture, or over the short term via the Modulation minigame:

    Mechanic Fixtures Annoyance Level Duplication Bonus
    Sensor Sweep Sensors Low Linear
    Long-range Scan Long-range Scanners Low Linear
    Short-range Scan Short-range Scanners Low Linear
    Inter-astreroid movement Gravdrive High Linear
    Asteroid Reorientation Thruster Medium Linear
    Ablation Lasers High Linear
    Mining Drills Medium Linear
    Collection Tractor Beams Medium Linear
    Forging Forge High Async
    Refining Refiner High Async
    Fabrication Fabricator High Async
    Ignition Reactor* Low More Power
    Fuel collection Hydroscoop Medium Linear
    Construction Constructor High Async
    Spacesuit Refill Spacesuit Chamber Low Async


  • Note: in the case of Ignition, there's a timer on bootstrapping the process of generating power, but once it happens it's self-sustaining. This does however have to happen every time you remove pipes from a reactor or components, or create a new reactor, so upgrading it *might* make sense.

  • The annoyance level is basically things that take copious amounts of time (6-10 minutes) relative to maybe a minute (medium), relative to short-term stuff that you're just waiting on for 10-20 seconds (low). The point of the annoying ones is to force you to do other stuff while you wait, while the point of the less annoying ones is for additional upgrade targets.

  • Modulation helps a whole heck of a lot, particularly in the beginning parts of the game. Components will also alter modulation targets in addition to overall process speed, so you can modulate certain things better.

  • As far as the duplication bonus goes, "Linear" means constructing more fixtures will cut the rate down according to the amount you build. Idk what the math is on that -- it shouldn't just be cutting it in half repeatedly, maybe a (time)/1.3^N or something. This could probably be improved with components however. "Async" however means you can have multiple processes going at once, as it ties into crafting systems essentially. Lastly, adding more reactors just means you have more power available, the same way adding more radiators means you can use those reactors more efficiently.

  • April 10, 2023
    Xhin
    Sky's the limit

    Fixture locations

    Now that there's a 3d map I'm reconsidering the way ships are put together.

    Locations

  • Edges -- edges are defined as having an axis on the min or max. There will always be at least 6 rooms that are edges because of how the map works.

  • Corners -- corners are rooms with 3 or less exits, regardless of where they are.

  • Top, bottom -- top floor or bottom floor.

  • Port, Starboard, fore, aft -- the Xmost area in that particular floor.

    All of these should always exist regardless of map generation.

    Fixture Locations

  • Sensors are placed at the Top.

  • Long-range scanners and short-range scanners require that they be placed on Edges.

  • Thrusters need to be placed Aft.

  • Lasers and drills are placed Fore.

  • Tractor beams are placed Port or Starboard.

  • Hydroscoops are placed on the Bottom.

  • Radiators require Corners.

  • April 14, 2023
    Xhin
    Sky's the limit

    New Pipes Framework Notes

    Based on a long conversation with TC.

    Pipes are defined in the following ways:

  • The type of pipe.

  • Paths that terminate in two rooms. The paths here are rooms that lie along a valid path between the two rooms.

  • An index as there can be multiple pipes with the same set of the above properties.

  • What the pipes connect to on each end -- can be incomplete or can be a fixture. Incomplete pipes can be built onto, complete pipes have to first be disconnected.

  • A length of the pipe at the termination point -- pipes have to be sqrt(room size)=5 long in order to either move to another room or connect to fixtures in the room.

  • Pipes can be "broken" -- this data is a set of room(s) that contain breaks, and then the actual location of the break(s) along the pipe piece length here. The indexing for this starts from whichever side goes to the initial room in the pipe index and the right side goes to the termination room.

    If a pipe is broken:

  • It can be split into two pipes along the break.

  • The pipe won't work.

  • Two pipes that are one pipe piece length apart can be joined into a single pipe, with the origin being whichever pipe you pick. This join requires a single pipe piece like connecting a broken pipe back together does.

    Pipe Access

    Somewhere on a room you're able to see a list of all pipes -- this shows you a visual display of them, breaks, what they connect to on either end and additional information (like pathing or even a pathing map that overlays your ship map) in the "more info" button. Pipe names are based on room connections and the actual names of the room or fixture (which you can modify). You can also modify pipe names for better organization all around.

    You can create new pipes in a room, including more than one at a time and then can move around rooms and the pipes will connect as you go, expending pipe resources that have been virtualized.

    You can trace single pipes from end to end, which will keep the pipes display open with the pipe you're tracing bumped to the top and move you around the ship automatically if you click buttons on either side. Tracing is probably what would overlay the pipe route in your ship map.

    Pipe interaction

    You can interact with pipes in the following itemized ways:

  • On the pipe screen, you can click breaks and fill them in with pipes you've virtualized.

  • You can click individual pipe segments and virtualize them, creating breaks in the process.

  • You can add new pipe(s) whose origin begins in the current room, and then have a tracer on them so new pipes are constructed as you move to rooms --- you can't backtrack into existing rooms and there's also no reason to. This consumes pipe pieces.

  • Pipes that are attached to fixtures you can disconnect via either the fixture or the pipe display. This turns the pipe into a room pipe which connects on the right to a circle or something.

  • Room pipes can be connected to fixtures either in the pipe display or on the fixture display.

  • Room pipe ends can be "grabbed", which allows you to move from room to room, lengthening the pipe and consuming pipe materials in the process. This process keeps the pipe screen open as you move around. If you move back into an existing room, it shortens the pipe. There's also a button to do exactly this similar to "trace back".

  • In trace mode you can move along the length of the pipe via "forwards" and "back" buttons that move the player automatically and keep the pipe display open (or I guess auto-open it when you move rooms).

    For the alpha, there are no materials so pipes are just destroyed or created or repaired without incident.

  • April 15, 2023
    Xhin
    Sky's the limit

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