Space Station Designer 0.5.20 is now available for playtesting!

Space Station Designer

Space Station Designer is a construction and management game that puts you in charge of creating and expanding a group of orbital outposts in Earth and Lunar orbits.

Hello! We continue making progress on the development of Space Station Designer, and today we're proud to unveil Space Station Designer v. 0.5.20, which includes a series of improvements and additions. Please read on for the details, and if you're interested in the full changelog, please visit this live document: [url=https://docs.google.com/document/d/1_37uciwG2y6014--BZuKRIsku6qiXAkBN1ozag8nJ6Q/edit][Public] Space Station Designer - Release Notes[/url] [u][b]Acquisition of Research Technologies[/b][/u] From this version onwards, research technologies can only be acquired using research points, and the tech tree has been updated accordingly to reflect this. [img]{STEAM_CLAN_IMAGE}/39402435/367895b1a1ac299dd9bb8060c3c5eb6776f276ee.png[/img] We've added a new research module named 'EVA Experiments Research Facility'. This module is included as part of the 'Base Space Station Technology' and, thus, available from the start of the campaign. [img]{STEAM_CLAN_IMAGE}/39402435/c2a59074e18ec631471710ace745a8626a66c76c.png[/img] [img]{STEAM_CLAN_IMAGE}/39402435/699107258cd2cf08a2c4f0a25a7a6ba18df05990.png[/img] The module is available in the 'Free Builder' mode, too. [img]{STEAM_CLAN_IMAGE}/39402435/8ccc6d9afb5d79784140484884f4e25b5e4ea71d.png[/img] [img]{STEAM_CLAN_IMAGE}/39402435/00a0bb7ccface38f374210bdbd84feefa2dc8eda.png[/img] [img]{STEAM_CLAN_IMAGE}/39402435/018d2c88bcd18635db3bddab4aa92c85c7cb0396.png[/img] [u][b]New Campaign Objectives[/b][/u] The Campaign Objectives we introduced as part of the previous update were very well received. However, we were asked to add more granular objectives during the initial stages of the campaign, so we've reworked the whole diagram and added a series of new early objectives. The end goal is the same, though: "Acquire the 'Expansion in LEO' research technology." [img]{STEAM_CLAN_IMAGE}/39402435/5e71c88f26c785bc460e180dd2cc7598b94fe51b.png[/img] [u][b]Maintenance and maintenance boost areas of influence[/b][/u] In the previous update we introduced three Maintenance-related research technologies and modules, including 'Intermediate' and 'Advanced' versions of the Airlock module and three new 'Maintenance Workshop' modules. We also introduced two new game mechanics: the 'maintenance area of influence' and the 'maintenance boost area of influence'. Airlocks provide a mechanism for astronauts to go outside the station and fix failed modules within a certain 'maintenance area of influence' distance. If a module experiences a failure and it's not within the 'maintenance area of influence' provided by a nearby Airlock, astronauts won't be able to repair it, and sadly it will have to be replaced altogether. Because of this, it's advisable to install Airlock modules throughout the station to ensure that nearby modules can be repaired, should they experience a failure. The 'maintenance area of influence' provided by Airlock modules is now clearly communicated as part of their information card: [img]{STEAM_CLAN_IMAGE}/39402435/72c72957dc9e0a08b7e91d0c8e15eaf5e0558b1b.png[/img] In addition to the Airlock modules, we introduced three variants of the 'Maintenance Workshop' modules as part of the previous update. When a module fails, and assuming said module is within the "maintenance area of influence" provided by an Airlock-type module, it will benefit from a greater chance of a successful repair. This information is also clearly communicated in the information card: [img]{STEAM_CLAN_IMAGE}/39402435/d3c1bdacef9b22a2a47b557aba5fa8b5d3834b95.png[/img] Note that modules can be both inside the 'maintenance area of influence' provided by an Airlock and outside the 'maintenance boost area of influence' provided by a Maintenance Workshop. Again, all this information is clearly communicated via the tooltips in the information card: [img]{STEAM_CLAN_IMAGE}/39402435/36d05c316c7801ed07445ff7ed0c48422e1ae682.png[/img] [u][b]Cooling and electricity modules proximity[/b][/u] In the previous update we introduced the initial structure for a system that checks the proximity of all modules with nearby electricity and cooling modules. For this update, we've implemented the whole system. This includes tooltips in the information cards: [img]{STEAM_CLAN_IMAGE}/39402435/fc8fd0507554df00305012dd7b1bd09be4d7a46a.png[/img] [img]{STEAM_CLAN_IMAGE}/39402435/c2b8559326c3444185cf56968e364c96260596d5.png[/img] And the following rules, which will apply to all modules located far from an electricity/cooling module: [list] [*] All modules types, irrespective of what type they are, will be more prone to failure in general. [*] Manufacturing, Research and Industrial R&D modules won’t produce any output. [*] Space Tourism modules cannot be selected when setting up a space tourism group. [*] Modules won't be available when setting up new Commercial Services/Leasing engagements. [/list] [u][b]Quality of Life (QoL) Improvements[/b][/u] We've also introduced some Quality of Life (QoL) improvements, such as a floating panel that provides information on how the station stats are going to change after installing a new module. For example, in this case we have a station in deficit (caused by not being able to provide enough electricity): [img]{STEAM_CLAN_IMAGE}/39402435/620b6aa5e5eaeb5eeec7816078b6c32cfaf769c4.png[/img] We're going to install a solar panel to bring it out from deficit: [img]{STEAM_CLAN_IMAGE}/39402435/480a6afe1f3ff0eb669a9d988943d3daa9b0a0c9.png[/img] After selecting the target docking port, the game will display the usual dialog that allows changing the module's rotation but, in addition to this, there's now a new panel that informs us that the station will come out of deficit and become operational again: [img]{STEAM_CLAN_IMAGE}/39402435/5d9b142c3f173521b4d68faba4862907c0648846.png[/img] The same panel will inform us if the station is going to enter deficit, remain in deficit, etc. In addition to this, we've also added some other small QoL improvement, such as a counter of unread campaign objectives: [img]{STEAM_CLAN_IMAGE}/39402435/019439edee9dd93ebe313763e4b5d437c747a83a.png[/img] [u][b]Invisible progress[/b][/u] Lastly, we've been hard at work creating a series of tools that allow us to automatically validate the integrity of our strings and constants database. Space Station Designer features hundreds of strings, some of them quite complex, so we spent more than two weeks upgrading the codebase to ensure that all messages are correctly used. This will ensure a better gameplay experience for everyone and less time spent hunting down bugs. [u][b]Closing thoughts[/b][/u] We hope you enjoy this new update! If you have any questions or feedback, please don’t hesitate to contact us via the forums. --Ignacio, Mauricio, and Nicolas (Polar Motion)