So I wrote a big thing on Surviving Mars and mentioned I had some ideas for a spiritual sequel to it. Which is this. It will never actually be made into a game, because I can't do that, but I like writing this stuff for my own entertainment and I figured I'd share it this time. The basic gameplay is mostly like Surviving Mars, so as you read through this think about it through that lens.
I'm not going to present it in any strict order or design and I'll just be posting parts of it across multiple posts rather than one big dump (I really don't want a super long post again). Please feel free to pick it apart.
EXPLORING VENUS
Game Development DocumentTHE PITCH.
Mars gets all the press. It’s red, for one, and mysterious. It’s captured humanities imagination for space travel better than even the Moon.
But it’s a hard place. It’s a dry, cold desert. It’s atmosphere is not only thin, but unbreathable. It has great storms of sand, and water, while present, it scarce and frozen. It’s possible to live on Mars, but it would be very hard.
Venus, on the other hand, is Hell. The temperature on the surface is hot enough to melt lead. The pressure is higher than the deepest oceans, and the clouds are made of sulfuric acid. It is not possible to live on Venus.
Nothing says, however, one cannot live above those acid clouds, where the temperature and pressure are more manageable. This is the name of the game here, to build an outpost floating above high above the surface and use it as a jumping off point to colonizing the Hell that is Venus.
Welcome to Venus.
THE CENTRAL CONCEPT
Exploring Venus is a 3X game (no not that). Most space empire games, like Master of Orion or Stellaris, are 4X games: Explore, Expand, Exploit, Exterminate. Venus doesn’t, to our knowledge, have anything that can be fought and killed, so the last one is dropped.
Each of those ideas, Explore, Expand, Exploit, are the core identity of the game. Every building, research topic, sponsor and resource can be expressed as one of those three, or a combination there of. Through these the player is set to work toward first building a small outpost, then a colony, and eventually terraforming the planet to allow that colony to finally descend to the surface.
Explore is the main goal upon arrival. It involves traveling far above the surface, at first, and eventually along the surface. Discoveries of unique materials, interesting formations of clouds and rock, and understanding the complex history of Earth’s hellish twin are what drives this element of the game.
Exploit is the how the game begins to grow. Harvesting those materials, processing them into new products and returning them to Earth for profit. The game is, ultimately, about making money on the venture to Venus. This forms the core of the gameplay loop, and drives the player forward.
Expand is the building process of establishing at first the outpost and later the full on colony. Bringing people to your colony, and using their skills and abilities to bring in even more is the main goal of the game. Everything the player does is hooked into building out, and growing over time into a self sustaining colony on the least hospitable planet in the solar system.
THE ANCHOR
The core of the outpost on Venus will be the Anchor. It’s a supersized cable designed to lock itself into the surface of the planet and hold the outpost more or less in place, and becomes the centerpiece of the entire game.
Story wise, it’s the reason the outpost is being established at all. It was developed as part of an attempt to build a space elevator but the design couldn’t be scaled up enough to work. Since there is at least one, using it on Venus seemed like a great way to really stress test the design, and get some use out of it. It’s frightfully expensive so getting another would cost a lot, but it possible.
Gameplay wise the Anchor acts as a seed to grow the rest of the outpost. It has limited accommodations for a crew, a landing point for resupply ships, a small amount of storage for supplies, and it generates power. Lots of power.
Using a kind of heat pipe, it can move the MASSIVE amounts heat on the surface of Venus up to a generator plant in the floating part of the Anchor (the Anchor Station) and use it to make power. How much power can be generated is limited by technology, and most of the heat has to be bled off or else it would melt the Station. As technology improves more and more of the heat can be converted into power making it very valuable.
However, it is a long cable locked to the ground thus is subject to winds and storms. Also if the Anchor happens to lock into the side of an active volcano, that might cause a bit of a mess. As terraforming Venus begins, the surface temperature should start lowering, meaning the power output of the Anchor will start dropping, eventually falling all the way to zero.
By then, of course, the Anchor can be used to pull the outpost down to the surface and finish the game.
That's enough for now. The Anchor is part of my inspiration for this redesign: Frostpunk. I never did finish that game. Should go back and take another crack at it.
I'm not going to present it in any strict order or design and I'll just be posting parts of it across multiple posts rather than one big dump (I really don't want a super long post again). Please feel free to pick it apart.
EXPLORING VENUS
Game Development Document
Mars gets all the press. It’s red, for one, and mysterious. It’s captured humanities imagination for space travel better than even the Moon.
But it’s a hard place. It’s a dry, cold desert. It’s atmosphere is not only thin, but unbreathable. It has great storms of sand, and water, while present, it scarce and frozen. It’s possible to live on Mars, but it would be very hard.
Venus, on the other hand, is Hell. The temperature on the surface is hot enough to melt lead. The pressure is higher than the deepest oceans, and the clouds are made of sulfuric acid. It is not possible to live on Venus.
Nothing says, however, one cannot live above those acid clouds, where the temperature and pressure are more manageable. This is the name of the game here, to build an outpost floating above high above the surface and use it as a jumping off point to colonizing the Hell that is Venus.
Welcome to Venus.
THE CENTRAL CONCEPT
Exploring Venus is a 3X game (no not that). Most space empire games, like Master of Orion or Stellaris, are 4X games: Explore, Expand, Exploit, Exterminate. Venus doesn’t, to our knowledge, have anything that can be fought and killed, so the last one is dropped.
Each of those ideas, Explore, Expand, Exploit, are the core identity of the game. Every building, research topic, sponsor and resource can be expressed as one of those three, or a combination there of. Through these the player is set to work toward first building a small outpost, then a colony, and eventually terraforming the planet to allow that colony to finally descend to the surface.
Explore is the main goal upon arrival. It involves traveling far above the surface, at first, and eventually along the surface. Discoveries of unique materials, interesting formations of clouds and rock, and understanding the complex history of Earth’s hellish twin are what drives this element of the game.
Exploit is the how the game begins to grow. Harvesting those materials, processing them into new products and returning them to Earth for profit. The game is, ultimately, about making money on the venture to Venus. This forms the core of the gameplay loop, and drives the player forward.
Expand is the building process of establishing at first the outpost and later the full on colony. Bringing people to your colony, and using their skills and abilities to bring in even more is the main goal of the game. Everything the player does is hooked into building out, and growing over time into a self sustaining colony on the least hospitable planet in the solar system.
THE ANCHOR
The core of the outpost on Venus will be the Anchor. It’s a supersized cable designed to lock itself into the surface of the planet and hold the outpost more or less in place, and becomes the centerpiece of the entire game.
Story wise, it’s the reason the outpost is being established at all. It was developed as part of an attempt to build a space elevator but the design couldn’t be scaled up enough to work. Since there is at least one, using it on Venus seemed like a great way to really stress test the design, and get some use out of it. It’s frightfully expensive so getting another would cost a lot, but it possible.
Gameplay wise the Anchor acts as a seed to grow the rest of the outpost. It has limited accommodations for a crew, a landing point for resupply ships, a small amount of storage for supplies, and it generates power. Lots of power.
Using a kind of heat pipe, it can move the MASSIVE amounts heat on the surface of Venus up to a generator plant in the floating part of the Anchor (the Anchor Station) and use it to make power. How much power can be generated is limited by technology, and most of the heat has to be bled off or else it would melt the Station. As technology improves more and more of the heat can be converted into power making it very valuable.
However, it is a long cable locked to the ground thus is subject to winds and storms. Also if the Anchor happens to lock into the side of an active volcano, that might cause a bit of a mess. As terraforming Venus begins, the surface temperature should start lowering, meaning the power output of the Anchor will start dropping, eventually falling all the way to zero.
By then, of course, the Anchor can be used to pull the outpost down to the surface and finish the game.
That's enough for now. The Anchor is part of my inspiration for this redesign: Frostpunk. I never did finish that game. Should go back and take another crack at it.