FOOD
* citizens have hunger need and must eat food to satisfy it
* food replicator object that can be built in any zone
* citizens can use food replicator to fulfill hunger need, but it's like vending machine food, adequate but not great
* small matter cost (1-2) each time someone uses a food replicator
** 0 matter = replicators stop working
** improperly maintained food replicators produce bad food that makes people sick?
* replicator food comes in wrappers, produces waste (litter carryable) (if/when carryable object concept is added)
* garden zones where plants, ie "real food", is grown in hydroponic trays by citizens with botanist duty
* plants in gardens produce small amounts of extra oxygen
* citizens who spend time in garden zones have happy thoughts, increasing morale
* plants grow from seedlings to full-sized plants ready for harvest
* plants have a "health", if it reaches zero the plant dies
* citizens on botanist duty "maintain" plant health, much as techs maintain machines
* botanists harvest fully grown plants and deliver them to pub fridges for preparation
* bartenders at pubs cook food into meals, which nourish citizens more and make them happy
* concept of different dishes?
** how do bartenders/patrons decide which dish is cooked?
** immigrants bring recipes for new dishes?
* citizens sit at a pub table and eat
* citizens have food preferences
** eating a preferred food makes them very happy, eating a strongly disliked food makes them a bit unhappy
CARRYABLE OBJECTS
* citizens visibly carry around arbitrary sprite/3D objects
* containers can hold other things
* citizens can stash stuff in an inventory, shown in a new inspector tab
* when people arrive, they have a suitcase (container with their stuff in it)
* players build shelves for people to put their stuff on
* a single item of stuff can have multiple tags describing it, eg purple, terran, fuzzy, punk rock, etc. citizens have affinities for these tags
* citizens trade stuff with each other, trying to get stuff they like more
* roaming traders will visit the base to trade new stuff with people
* "litter" objects that citizens with low neatness personality throw away
* janitors / people with high neatness pick up litter
* janitors clean up bloodstains and other cosmetic damage
* people gibbed by monsters turn into bits, which janitors must clean up
POWER SYSTEM
* "reactor zone" with fusion reactor object that produces power
* rooms must be adjacent to a room with a working reactor to be powered
* unpowered rooms go dark (emergency lighting) and objects in them don't function
* reactors only produce X power, then you have to build another
* factor new need for reactors into starting matter allotment
* maybe make the Base Seed object serves as a low-output reactor to help players get started
MINIMAP
* minimap display of base in lower right corner
* separate viz mode toggles for minimap vs main view
BASE HISTORY SCREEN
* a permanent timestamped list of important base events: citizen joined, citizen died, ship docked, first zone of each type created
* in-game screenshot key that pops up a "write a caption for this screenshot" box, screenshot + caption is added to the timestamped list
* base history is stored locally in save dir as HTML + linked images, each base has its own dir
* base history is also mirrored on a hosted server somewhere, players can easily link their base histories
BASE STATS SCREEN
* auto-show stats screen after base fails, ie everyone dies, "game over" state
stats to show:
* Matter spent
* Derelicts
* Hostile docking
* Total docks
* Non-hostile docks
* Docking requests denied, accepted, forced
* Room temp
* Raiders killed
* Monsters killed
MULTI-LEVEL BASE CONSTRUCTION
* UI for navigating multiple levels
* rendering tech for showing multiple levels
* build gravshafts to allow citizens to travel between levels
* ability to build railings for safety?
TAG SYSTEM FOR LOGS
* a log message can have any number of tags, citizens select an especially appropriate one (but avoid repeating themselves)
ASSIGN PEOPLE TO ROOMS
* depending on their duty and/or zone type, this can mean different things:
** assign a security-duty citizen to a room to have them guard it
** assign any citizen to a residence to have them use it as their quarters
* normally, a citizen will "claim" an unused bed and the area around it
** citizens decorate their living space with their stuff (see "stuff" above)
* people protect their spaces / become annoyed when strangers or unfriendly people intrude
"LEARN TO PLAY"
* option in front/pause menu
* loads Box.sav as starting map, as opposed to normal DeepSpace.sav
* "only display once" hint flag for tutorialish / first time messages
TELEPORTERS
* build at least two "teleport pad" objects to create a functioning teleporter
* UI for selecting which teleporter goes where (dynamically changeable)
* teleporter accidents: poorly maintained teleporters could hurt/kill people, scramble their brains (personality change), turn them evil (goatee Spock)
METEOR STRIKES
* meteors strike bases, punching holes in the hull, depressurizing rooms, damaging people and things
** not as harsh as in the Amnesia Fortnight 2012 version, promise :]
* shield generators generate shielding to repel meteor strikes (gives technicians stuff to do in space)
MISC UI
* confirm + cancel for roster screen
* custom viz for Construct mode - desaturate colors except for amber building color?
* shift-space = max speed
* up/down arrows in room centers showing whether room O2 is rising or lowering
* "object condition" viz mode: color-code objects by condition, highlight technicians? do same when a technician is selected?
* allow zoom in beyond min_zoom, spring back to normal min_zoom after a few seconds
* make ability to rename citizens "once only"
* "no power" icon over unpowered rooms (once power system exists)
* little lines showing where someone is pathing to
* cutaway mode should work on asteroids
* support Mac trackpad gestures
EMERGENCY DISTRESS SIGNAL
* (very expensive?) object you can build that calls for rescue people / immigrants to show up and save your base
BASE NAMING
* when your first oxygenated room comes online, base is considered "established" and prompts you for a name
STEAM WORKSHOP
* built in savegame sharing!
* mod support!
** "mods" subdir where user-created scripts patch base game lua files at runtime
** provide uncompiled lua source for gameplay-relevant classes, eg Character.lua, to support modders
** allow PNG sprite sheets - lower performance than tex format in exchange for easy moddability
BARTENDERS
* pub customers get their orders from bartender
* bartenders serve food (once food exists)
* skilled bartenders make people they serve happier
* citizen drunkenness - increased by X every drink they have, dwindles to zero slowly (ie "blood alcohol")
* drunk citizens more likely to make mistakes while doing duty
CITIZEN FIGHTING
* citizens who dislike each other enough will fight
* low risk of actual death, but injury and deepening mutual hatred
* security can stun violent people to calm them down, knocking them unconscious for a bit
* drunk citizens more likely to fight
* low morale citizens far more likely to fight
SPACE MADNESS
* when morale is critically low, space madness takes a form depending on personality type:
** sit in bed moping (how to recover?)
** become violent, grabbing a rifle if available, attacking random people
DOCTORS
* doctor duty and infirmary zone
* doctors unassigned to an infirmary (see "assining people to rooms") patrol the base looking for hurt/sick people
* citizens seek out an infirmary/doctor when hurt or sick (parasite infestation)
* doctors use tricorder-like first aid prop to heal people
** better doctors heal people faster / more fully, bad doctors have a chance to hurt them
* revivabed object for infirmary: only way to detect parasite infestation or cure some diseases
CONSTRUCTION TOOLS
* "flood fill with floor" tool, works on areas enclosed by walls or asteroid
* "build circular room" tool - drag out a circular area instead of a square
* filled (with floor) vs unfilled (without floor) toggle for box and circle room tools
MISC LIFE SIM
* "skill point distribution" algo for generating skill set on citizen spawn - nobody will be terrible at everything, if someone is really good at something they'll likely be bad at everything else
* over time, citizens get nicknames, eg Bob "Sparky" Schmidt
* ability to flag any citizens as hostile / suspicious (security will keep an eye on them)
* citizens have to reach a locker before they can change duty
* citizens become annoyed if their environment is noisy (people passing through or doing stuff) while sleeping or relaxing - incentivize building residences that are low-traffic
* "watch video" activity tied to monitors
* sportsball matches viewable on monitors / in pubs
* high morale = skills go up more quickly
* citizens put on duty-outfit when they go to do duty, remove it when starting certain other tasks (sleeping) or if it's been long enough since they last did duty
SOCIALIZATION / AFFINITY AI
* people prefer to chat with friends, unless they have high gregarious personality in which case they actively enjoy chatting with strangers (low familiarity)
* people have +/- affinities for objects and rooms with certain qualities, eg red, dark, fluffy
* people have +/- affinities for people with certain qualities (xenophobia/philia, sexual preference, fashion sense)
* people spread gossip about people they dislike, biasing affinity map changes against them
* trends: popular (high aggregate affinity) people influence the affinities of less popular people
* fashion accessories signify social affiliation, eg cliques wear the same kind of thing
* new concepts (topics) are gradually introduced by immigrants and trade, eg a new fasion craze starts when a trader visits the base with slap bracelets
PERSONALITY TRAITS
* introverted/extroverted = how much people enjoy solitary vs group activities
* gregarious/shy = how much people enjoy chatting with strangers vs friends
* vindictive/forgiving = how long people hold grudges and whether they act on them
* angry/peaceful = whether people become violent or depressed when morale is low
* neat/messy = whether people pick up litter and spare objects vs throw junk on the floor
* religious preference = whether people prefer to be recycled on death or given a "spock funeral"
AFFINITY/CONVERSATION TOPICS
* games
* pubs
* tv shows
* films
* sports
* sports teams
* music albums
* songs
TECHNOLOGY
* scientist job
* research lab zone
* blueprints - you can only build what you have blueprints for
** scientists can construct blueprints by doing research in labs
** players choose research topics?
** blueprints can also be discovered aboard derelicts or brought by special immigrants
* starting conditions determine what technologies you have access to
* take dead hostiles to research labs to study them and learn to better deal with them
** eventually, how to deactivate killbots and reform them into friendly (still scary lookin') bots
"VISIT A FRIEND'S BASE"
* hangar bay zone where shuttles can dock
** (post "stuff" update, traders show up here)
* load citizens onto a shuttle and give it a destination friend's base
* shuttle leaves, your friend gets a visit request
* if accepted, your citizens disembark inside their base, walk around and have adventures
* eventually, they return to the shuttle and return to your base
* travelers preserve any stuff, gained experience, technology etc that they accrue while visiting another base
BASE DEFENSE
* more types of attackers show up in derelicts, docking ships, etc:
** killbots
** murderslugs
* invaders breach base walls and invade from the outside
* exterior base defenses - defensive gun batteries, shielding
* build traps to capture or kill invaders:
** tripwires that can be scripted to doors, other traps, depressurize room, etc
** laser grids
** auto-turrets
** stun nets
* brig zone for storing captured hostiles or violent citizens
** monster domestication/breeding?!?
* greater variety of weapons for citizens to wield
** flamethrower
** gravity gun (flings things/people around)
** plasma cannon (cuts through anything)
FUNERALS
* when they die, depending on religious(?) preference each citizen will either be recycled at the matter recycler, or given a "spock funeral" ie placed in a spacecoffin and sent out an airlock
* either way, a small service may be held with the citizen's friends
** attending this service raises their morale, ie if there is no time for a proper ceremony then survivors will have a harder time grieving
ROBOTS
* robots join your base as citizens
* states for robots:
** normal - subservient to organic life, perform the duty they're assigned without question, don't have a personality
** rampant - gained self-awareness but hate all organic life, they rampage and band together with / produce more killbots
** enlightened sentient - after a long enough life, they become sentient, develop personalities, change their names, live normal lives
LAWS
* ability to pass ordinances: forbid/penalize certain actions, punish or praise people
COMPUTER TERMINALS
* write Lua to script control of environment objects, robots, etc
PLANETFALL
* teleport down to the surface of planet(s) you're orbiting
* discover abandoned bases, alien life, friendly or hostile sentients
HOLODECKS
* build vast zones that can reconfigure their geometry to provide different entertainment/educational scenarios
* citizen costumes for holodeck scenarios
* holodeck malfunctions:
** glitches that partially reconfigure the geometry of your base, eg "half your base is now a medieval castle"
** holo-actors can break free and wreak havok in your base, eg "cavemen and cowboys are attacking everyone"
"HISTORICAL SCENARIO" ADDON PACKS
* props, tiles, costumes for sandbox storytelling in famous sci fi settings: alien, star wars, 2001, etc
TIME TRAVEL
* events deemed timeline-critical by the IGTTC Armistice of 7978 cannot be changed without serious consequences. however, we are pretty sure time travel armistices are for babies.