Away Missions Spinoff
Posted: Sun Jul 24, 2016 4:55 am
Edit: This is not a ship-focused game. This is a game where the rounds are built around away missions rather than them being a sidenote feature. Thanks!
Presenting the spiritual successor to Space Station 13, this time coded in the classic platform dream maker!
Three decades since the Plasma Wars of the '50s, space is cold. Nanotrasen and the Syndicate, the largest interplanetary conglomerates of mining corporations are locked in a territory stalemate since the arms race has reached a point of 'planet cracker' S-WMD deterrence.
You are a crew member enlisted with the WOLF CORPS, an 'elite' paramilitary organization that is privately contracted to the highest bidder. Along with your team of privateers, take on missions, explore the relics of the old war, and survive!
Space Ship 13 is a total conversion but builds on the concepts that made Space Station popular. Multiple roles, rounds, playable antags, and a dangerous environment make the experience similar while having a distinctly different round flow. The primary map is a movable vessel that transits between z-levels, ditching the stale concept of escape pods and escape shuttles.
The rounds have a universal round timer, which will end the round if ticked to 00:00. This means each mission has a time limit by default, but this can be disabled if the mission is more roleplay-oriented and you anticipate longer rounds. Admins can also disable the round timer if need be.
The missions also end instantly if the mission's goal is complete, whether that be collecting an object, killing enemies, or doing those things and then escaping in the ship afterwards. Mission creators can set their round-end goals to be anything.
This is where Space Ship 13 really breaks off from Space Station to create a much better environment for community content as well as server independence.
Replacing gamemodes, events, mining, and away missions is the new 'missions' system. This is the focal point of all SSh13 rounds: independently created, server-side missions with customizable mission timers, title screens, multi-zlevel transition support, as well as self-packaging custom assets. Think of ArmA scenarios.
Any custom .dmis, .dms, sound files, et cetera are packaged with the mission map files themselves and #included using the mission .dm, which also sets the title of the mission. The only thing required of missions is that they have a timer and at least one landing zone for the Space Ship itself.
Why is this beneficial?
It allows people to make custom content that is the focus of the rounds while also allowing custom content creators to circumvent github politics. You do not need to contribute to the main Space Ship 13 github in order to create custom weapons, roles, et cetera. All you need to do is make custom files and package them with your mission, ala 'ministation'. This allows for missions to totally transform the rounds, as well as have incredible secrets and exploration since the missions are server-sided and ran by the host of the server. Obviously, you can release your missions for other servers to use as well.
Missions can be anything. The default mission packaged with Space Ship 13 is 'stranded', my personal template mission that involves collecting fuel rods for the ship's engine from several wreckages of space stations. Missions can be gamemodes or have custom antags included, as well as roles for observers.
Once the game has finished the first alpha tests, my code will be released on github for collaboration and mission-making. You can contribute to the main project, but ideally the github project will be 80% bugfixes and code improvements, 20% features. This is because features will be made inside of custom missions made by communities of servers who host Space Ship instead of everyone screaming at each other that security jumpsuits should definitely be red!!!
The idea is that the github is where improvements to the ship(s) themselves and the roles are made so that missions have their own testing periods and don't break the base game. If a mission is broken, it can just be removed until the creator fixes it.
Playable alpha of the ship, mostly completed roles, and placeholder assets is expected to be around winter this year. I'm pretty far along coding myself, but obviously things will go faster once the code is up on github.
Media coming soon.
Presenting the spiritual successor to Space Station 13, this time coded in the classic platform dream maker!
Three decades since the Plasma Wars of the '50s, space is cold. Nanotrasen and the Syndicate, the largest interplanetary conglomerates of mining corporations are locked in a territory stalemate since the arms race has reached a point of 'planet cracker' S-WMD deterrence.
You are a crew member enlisted with the WOLF CORPS, an 'elite' paramilitary organization that is privately contracted to the highest bidder. Along with your team of privateers, take on missions, explore the relics of the old war, and survive!
Space Ship 13 is a total conversion but builds on the concepts that made Space Station popular. Multiple roles, rounds, playable antags, and a dangerous environment make the experience similar while having a distinctly different round flow. The primary map is a movable vessel that transits between z-levels, ditching the stale concept of escape pods and escape shuttles.
The rounds have a universal round timer, which will end the round if ticked to 00:00. This means each mission has a time limit by default, but this can be disabled if the mission is more roleplay-oriented and you anticipate longer rounds. Admins can also disable the round timer if need be.
The missions also end instantly if the mission's goal is complete, whether that be collecting an object, killing enemies, or doing those things and then escaping in the ship afterwards. Mission creators can set their round-end goals to be anything.
This is where Space Ship 13 really breaks off from Space Station to create a much better environment for community content as well as server independence.
Replacing gamemodes, events, mining, and away missions is the new 'missions' system. This is the focal point of all SSh13 rounds: independently created, server-side missions with customizable mission timers, title screens, multi-zlevel transition support, as well as self-packaging custom assets. Think of ArmA scenarios.
Any custom .dmis, .dms, sound files, et cetera are packaged with the mission map files themselves and #included using the mission .dm, which also sets the title of the mission. The only thing required of missions is that they have a timer and at least one landing zone for the Space Ship itself.
Why is this beneficial?
It allows people to make custom content that is the focus of the rounds while also allowing custom content creators to circumvent github politics. You do not need to contribute to the main Space Ship 13 github in order to create custom weapons, roles, et cetera. All you need to do is make custom files and package them with your mission, ala 'ministation'. This allows for missions to totally transform the rounds, as well as have incredible secrets and exploration since the missions are server-sided and ran by the host of the server. Obviously, you can release your missions for other servers to use as well.
Missions can be anything. The default mission packaged with Space Ship 13 is 'stranded', my personal template mission that involves collecting fuel rods for the ship's engine from several wreckages of space stations. Missions can be gamemodes or have custom antags included, as well as roles for observers.
Once the game has finished the first alpha tests, my code will be released on github for collaboration and mission-making. You can contribute to the main project, but ideally the github project will be 80% bugfixes and code improvements, 20% features. This is because features will be made inside of custom missions made by communities of servers who host Space Ship instead of everyone screaming at each other that security jumpsuits should definitely be red!!!
The idea is that the github is where improvements to the ship(s) themselves and the roles are made so that missions have their own testing periods and don't break the base game. If a mission is broken, it can just be removed until the creator fixes it.
Playable alpha of the ship, mostly completed roles, and placeholder assets is expected to be around winter this year. I'm pretty far along coding myself, but obviously things will go faster once the code is up on github.
Media coming soon.