Beyond
Beyond is a colony management game which will be mainly (but maybe not exclusively) developed as a desktop app. The main development system is Linux, but Windows & Mac builds will be generated. The former can & will be tested, but I have no access to the latter.
Concept
Beyond is a pre-apocalyptic colony building game :
In this realistic single player first-person base building and survival game, the player controls the first dweller in a remote location, surviving and attending to the various needs of his settlement, growing it, and interacting with the outside world to gather supplies and recruit new dwellers.
Set in the modern world, Beyond starts while things are still normal, but an unknown catastrophe looms and will push the settlement to rely more and more on itself and face the various threats brought by this disaster, to eventually overcome them and thrive.
Beyond features unique mechanics like RealRealTime in which the exciting stuff is experienced with no time compression and you can fast forward to the next, as well as realistic needs (physical & mental), skills, models (heat, electricity, etc) and construction (tools, materials, blueprints)
Main features:
- Single player modern/SciFi colony simulator
- The player starts with 1 character & can get more dwellers as the game progresses
- Tech tree (from growing crops to 3D printing)
- The main goal is to play as the story unfolds, but a sandbox mode should and will exist.
- The world around the settlement is abstracted (never seen) and conditions there are degrading more or less slowly (based on difficulty). The base is meant to be an isolated safe haven for the player and other dwellers.
- This means at first you can buy stuff that gets more and more expensive, then unavailable (shops have closed)
- You can initially be connected to the power grid, gas, water, network. These connections will eventually get severed
- It’s a time & resource management game: give tasks to your dwellers, watch them succeed or fail
- You can send expeditions to the outside world to gather items, techs, recruits. This can trigger events. dwellers can be lost during expeditions.
See a more detailed/complete list here: Game concepts
Work will start first on the Proof of concept
See the main Table of Content for the latest
Features
Dwellers needs:
- Food
- Water
- Warmth
- Sleep
- Sanitation
- Leisure of 3 types:
- Relaxation
- Workout
- Intellectual/Social
- Leisure can be indoor or outdoor. Dwellers need a bit of both
The colony needs:
- Power
- Water
Stockpile:
- Food
- Supplies
- Building materials
- Fuel
- Water
Tasks:
Dwellers are assigned to structures for a certain amount of time in order to complete certain tasks:
- Crops: Grow food
- Kitchen: Cook food
- Shed: Build stuff
- Leisure-giving furniture: get time of corresponding leisure type
- Bed: Sleep
- Structure: Maintenance (can address wear and tear or damage)
Dwellers can be told to automatically fulfill needs first (food, sleep, leisure), so the remaining time can be assigned to tasks.
Some needs (sanitation, warmth) do not take any noticeable time to be fulfilled but depend on available infrastructure (water rooms) and time spent in various location (for warmth)
This will be the core of the game: making sure Dwellers are spending time on tasks. There can even be a task scheduler which would allow idle Dwellers to pick from priority tasks. For example, a construction project could be set and Dwellers would spend time there once other tasks of higher priority are done.
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