Starship Simulator | Official Game Overview

  • 7 months ago
Join developer Dan Govier at Fleetyard Studios for a deep dive into Starship Simulator, an upcoming sci-fi space exploration sandbox game set 200 years from today. The video gives us a tour of the ship, crew roles, tasks, ship customization, exploration, and more. A Kickstarter campaign for Starship Simulator is available now, and a demo is available on Steam.

In Starship Simulator, do your part to keep the ship and its 200+ crew members well-maintained as you travel across a procedurally generated galaxy. Find habitable worlds, uncover compelling mysteries, and make first contact with aliens through careful dialogue choices.
Transcript
00:00 Hello, and thank you for taking the time to check out Starship Simulator.
00:05 My name's Dan Gove here, and I'm the developer behind the project.
00:09 Now I imagine quite a few of you might be thinking, does the space sim genre really
00:13 need another new title?
00:15 Won't this just end up being another clone of what's already out there, or a simple
00:19 rehashing of existing ideas?
00:21 Well hopefully by the end of this video you'll agree that we do have something unique to
00:25 bring to the table, which a lot of space sim fans, myself included, have been wanting for
00:29 a very long time.
00:31 Put simply, Starship Simulator is my answer to one simple question.
00:36 What would I do if someone handed me the keys to a real, fully working starship?
00:41 Without any hesitation, I would just pick a random star in the sky, and then fly off
00:45 to explore its mysteries.
00:46 And then along the way I'd be nosing around every inch of my new vessel to learn exactly
00:50 how it all works.
00:52 And that really sums up what this game is all about at face value.
00:55 You've got a fully working starship, a whole galaxy to explore, and the freedom to fly
01:00 anywhere you want just to see what's out there.
01:03 But if we dig deeper, there is of course a whole lot more going on under the hood.
01:07 Let's start with the ship itself.
01:09 Growing up I really wanted to be an architect, and despite ending up working in IT, that
01:14 interest in architecture never really went away.
01:17 So when it came to designing and building a starship, I really wanted to design and
01:21 build a starship.
01:22 Now in a typical video game environment, there's generally nothing going on behind the walls
01:27 and floors.
01:28 It's actually just smoke and mirrors to sell the illusion of a real solid location.
01:31 And that's absolutely not the case here.
01:35 Delve behind any wall panel and you'll find the ship's genuine structural framework,
01:39 all designed in CAD software right down to the individual bolts and weld lines.
01:43 You'll also find miles of pipes, cables and conduits that are all fully simulated
01:48 and critical to the function of the ship's systems.
01:52 For example, turning off these breakers will kill power to the bridge, causing the lights
01:56 and consoles to genuinely stop receiving the simulated electrical current from their attached
02:00 cables.
02:01 If you pay attention to the readout when the breakers are turned back on, you can see the
02:05 electrical draw increases as expected.
02:08 This means the location where your ship takes damage naturally becomes really important.
02:13 Because that could make the difference between losing a few lights, or losing your entire
02:17 FTL drive.
02:19 As you can imagine, if you're playing as an engineer you'll certainly have a lot to be
02:22 getting on with, but we intend for every role aboard the ship to be approached with the
02:26 same amount of depth and attention to detail.
02:30 Speaking of jobs to do, we're planning to include 8 basic roles to begin with, from
02:34 the captain to a simple passenger who's merely tagging along for the ride.
02:38 Each department aboard the ship will have a rolling task list, and both players and
02:42 the MVC crew alike will work through those tasks to keep the ship up and running smoothly.
02:47 The tasks themselves won't be arbitrary though, they'll be generated on the fly depending
02:51 on the ship's actual needs.
02:53 Taking engineering as an example again, if a component is damaged, then a task will be
02:57 generated for that specific component to be investigated.
03:01 A player or an MPC then picks up that task on a first-come-first-served basis and then
03:06 works to resolve the issue.
03:09 Don't worry if you have no interest in engineering though, the MPC crew members will actually
03:13 be fully capable of running any of the ship's departments entirely on their own.
03:17 If you just want to be a pilot, or you just want to sit in command, then you don't need
03:21 to worry about what's happening outside of your chosen role.
03:23 In fact, and I happen to think this is really cool, if you choose to play as a passenger
03:28 then you actually won't have any jobs to do at all.
03:31 Instead an MPC captain will take control of the ship.
03:34 There could be a massive firefight happening right outside the window while you're just
03:38 sat there in the bar sipping your favourite space beverage.
03:40 You can just be like "eh, not my problem, crew can deal with that".
03:44 The MPC crew members also play a big part in making the ship feel more lived in, with
03:49 each of them having their own lives aboard the ship.
03:51 They'll have their own crew quarters, their own shift patterns, they'll eat, drink and
03:55 even use the bathroom if they need to.
03:57 You won't need to worry about micromanaging them though, they'll just happily get on with
04:00 it without the player having to get involved.
04:03 We're hoping players will form a strong attachment to their new home among the stars, so we're
04:07 including many customisation options right out of the box.
04:11 You can customise your ship's name and registry number, and this updates in various places
04:15 around the ship.
04:17 You can change the interior decor, like the default lighting hues, or the materials used
04:22 on the floors and walls.
04:24 You can customise the colours of the UI panels to match your chosen theme.
04:28 And you can even enable ship-wide seasonal decorations depending on the time of year.
04:33 We'll be expanding what's possible with this over time, but cosmetic options such as these
04:37 will always be free and included as part of the base experience.
04:42 The ship's interior will also be highly interactive, with every button on every panel performing
04:46 some form of tangible action.
04:48 I actually find it quite annoying in games when you're surrounded by buttons or switches
04:52 that just don't do anything, so in our game, every single button will serve a practical
04:57 purpose.
04:58 There will also be hundreds of physical items that you can pick up and interact with, and
05:02 they will remain where you left them thanks to our object permanence system.
05:06 That means if you find a cool-looking alien trinket on your travels, then you can put
05:10 it literally anywhere on your ship and it will just stay there, continuing to look cool
05:14 until you decide otherwise.
05:16 We want players to really feel like they're living and working aboard a huge vessel in
05:20 deep space, so there'll be plenty to do aboard the ship while you're out exploring the cosmos.
05:26 And speaking of exploring, that brings us nicely onto the subject of the galaxy itself.
05:30 Just like the ship, the galaxy is also being built as realistically as possible, using
05:35 real astrophysics and a true 1-to-1 scale.
05:38 We can't explore the real Milky Way, so we want our simulated version to be the next
05:42 best thing, with a realistic physical structure and scientifically accurate galactic regions.
05:49 Every system you visit should be scientifically plausible and packed with everything you would
05:52 expect to find in any star system, from star grazing comets to an array of Kuiper belt
05:57 style objects.
05:58 We'll also have black holes, protoplanetary disks, magnetars, nebulae, and even naturally
06:03 forming wormholes.
06:05 I'm actually really excited about the wormholes, because with them being entirely procedural,
06:10 even I won't know where they are, or where they lead to.
06:12 We're all exploring the same shared galaxy, so I'm looking forward to seeing some community
06:17 map making projects.
06:20 Our simulated Milky Way is also going to be packed with life, with procedurally generated
06:24 alien cultures scattered throughout the entire galaxy.
06:27 If a planet or moon is capable of supporting liquid water, then it will run further calculations
06:32 to generate life on its surface, and also in space if the culture there is advanced
06:36 enough.
06:38 Depending on how old the planet is, its life could be anything from simple bacteria to
06:42 a highly advanced spacefaring culture with motivations far beyond human understanding.
06:48 Alien cultures will also have a wide array of procedural attributes that will shape their
06:51 reaction to your presence.
06:53 They could be pacifistic space hippies or bloodthirsty psychopaths that just want to
06:57 watch the galaxy burn.
06:58 We'll also be procedurally generating their political structure, their history, and many
07:03 other details to make each new culture you encounter different from the last.
07:07 And that last point is actually very important, because with a game that focuses entirely
07:12 on exploration as its main hook, diversity of content is critical to maintain the joy
07:17 of discovery.
07:18 We're taking depth of content very seriously, and depending on how well we're funded, our
07:23 intention is to create a team of developers whose job it will be to focus 100% on just
07:27 creating new content for the galaxy.
07:30 I will not personally consider our job complete until every single star system generates something
07:35 new and interesting to discover.
07:37 So how do we actually get out there and find this content?
07:40 Well most of the time you'll navigate the galaxy by first scanning the stars in their
07:44 local facility, and then select the target of interest to send to the helm station.
07:49 Alternatively you can just point the ship in any random direction you like, and then
07:54 spin up the FTL drive to see what you might stumble across.
07:57 Our galaxy is a continuous, borderless, three-dimensional environment.
08:01 And that's another important point actually, because if you pay attention to the stars
08:05 outside of the window, you'll see that they are actually all drifting past in real time.
08:10 This means we are genuinely traversing galactic space.
08:14 So we can change direction whilst we're at FTL, or drop to sublight engines anywhere,
08:18 at any time.
08:20 Having an entirely physicalised galactic space like this opens the door to numerous possibilities.
08:26 We could have a stranded alien vessel out here looking for assistance, or rogue planets
08:30 lurking in the darkness between stars.
08:32 It also means that multiple forms of FTL travel will be easy to implement in the future, from
08:37 Alcubierre drives to hyperspace or jump gates.
08:40 In fact, different alien races will get around using different techniques, and you'll eventually
08:45 be able to retrofit your ship with their technology, so you can travel the galaxy in the same way
08:49 that they do.
08:51 So hopefully that gives you some idea of what it is we're building here.
08:55 There is of course a lot more I could go into, like the multiplayer, VR, planetary landings,
09:00 or even our planned D&D-style Game Master mode for roleplayers.
09:04 But Claire, my co-director, and more importantly, wife, has insisted that I keep this brief.
09:09 So the most important thing to take away from this video is that this is a space exploration
09:14 game, designed and built by someone who has spent tens of thousands of hours exploring
09:19 in all the other big space sims over the years.
09:22 This is in every way our dream project, and we're definitely not stopping until it's done.
09:27 I'll close by saying a huge thank you again for taking the time to check out Starship
09:31 Simulator, and I'll see you guys out there exploring the stars.
09:35 [BLANK_AUDIO]

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