3001SQ - Space Colonisation with Programmable Spacecraft

3001SQ_cockpit.jpg


Q: What is 3001SQ?
A: 3001SQ is an online-multiplayer space colonisation game, or, we prefer, a 'space colonisation simulator'.

Our vision for the game has a strong emphasis on immersion. Every item in the world will have a purpose, or relay actual game-world data. It will be played entirely from a first-person perspective, allowing you to move seamlessly inside of, and between, vessels and planetary surfaces.

Q: What's unique about 3001SQ?
A: We want the game-world to be fully immersive and player driven, allowing complex interactions with the virtual environment. It will provide tools for social, economic and military cooperation and competition between players. Unlike many other online games we like to avoid purely stats-based skill systems (such as experience points and character levels) wherever possible.

Another key aspect is the colonisation mechanic, that allows players to construct and extend stations on astronomical bodies or in orbits around them.

These features are tied together by the virtual machine framework - essentially a simulated computer - that can be customized to automate simple tasks and assist with complex ones. It will allow players to design their own solutions to problems that present themselves during gameplay. They can use virtual devices and a simplified programming language to do this - it would be possible to design your own autopilot to help with docking, for example.

In short, we aim at providing the tools and incentives for strategic, impactful player interactions and an emergent, player-driven economy.


https://www.kickstarter.com/projects/sdmv/3001sq-space-colonisation-with-programmable-spacec

https://3001sq.net/

I backed it at base level just to see how it unfolds and because I think they aren't asking much for an ambitious project that's supposed to be.
 
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Sigh ... thanks to star citizen im doubtful of this :(

The thing has realistic scope (single planet with points of interests around it) and the goals seem doable even if its bit hard.
Yet im doubtful because tech demo is cockpit with 0g and nothing is interactable, the cockpit is disabled because of system failure so you can only rotate around with ship and turn off all of its systems. You cant run out of oxygen or power either.
Everything it promises is very star citizen like. Hell it even has dos launcher to mimic star citizen's launcher during installation.

Oh well at least i know i can buy it on release [big grin]
 
Hi, I'm one of the developers of 3001SQ.

We do not pretend to compete with Elite Dangerous or Star Citizen - our focus is rich interaction with ships and stations due to everything being managed by programmable virtual computers.

The second pillar of our design, procedurally generated natural structures, will be integrated into the tech demo soon.

[video=youtube_share;gEvGJ5dHeWQ]https://youtu.be/gEvGJ5dHeWQ[/video]

@Neo-ST @Hellhawk666 Thanks for your support, we have two interesting months ahead of us!
@darkoff See you in January 2017 for the release of 3001SQ Red Edition... still the tech demo will become more interesting over the next 2 months ;-)
The thing with the Launcher downloader was more of a cheap workaround for certain browser/server setups and bigger files - funny that a multi-million dollar project resorts to the same solutions!
 
Hi, I'm one of the developers of 3001SQ.

We do not pretend to compete with Elite Dangerous or Star Citizen - our focus is rich interaction with ships and stations due to everything being managed by programmable virtual computers.

The second pillar of our design, procedurally generated natural structures, will be integrated into the tech demo soon.

https://youtu.be/gEvGJ5dHeWQ

@Neo-ST @Hellhawk666 Thanks for your support, we have two interesting months ahead of us!
@darkoff See you in January 2017 for the release of 3001SQ Red Edition... still the tech demo will become more interesting over the next 2 months ;-)
The thing with the Launcher downloader was more of a cheap workaround for certain browser/server setups and bigger files - funny that a multi-million dollar project resorts to the same solutions!

I do say the concept is really cool, because i really liked the Kos mod for ksp.
the scope is doable but at same time it does sound like really large ordeal. The thing that i think will postpone this the most will be networking, just look at elite dangerous's p2p and star citizens ... well issues.
locVEly.png

also ran into this bug when i tried to upgrade the game using the launcher.

blame star citizen for causing me doubt on grand projects like these :p
who knows maybe i will back this before the kickstarter campaign closes, but only if the tech demos impress me enough. (first tech demo just made me bit more doubtful because it was really really bare bone)
Also you should setup a paypal way to back this project.
Edit:

3001SQ_pong.gif


color me interested again
 
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@darkoff thanks for making these critical points while still keeping an open mind - indeed these are the questions backers of these other grand space sims will pose - "why another one?".

The concept of having ships programmable is a bit hard to communicate, although the Pong GIF may be a start it seems ;)

It's not like everyone has to be a programmer to enjoy the game - it's more of a new role within your squad to specialize in.

Most people will never touch a single line of code, but will experience the interconnectedness, and hopefully immersion, of those virtual devices. All UI elements are integrated in the 3D world and when some devices get physically damaged it will have repercussions onto the behaviour of the spacecraft.

For instance, proper maneuvering requires that all thrusters are working properly, as movement is based on physical simulation:

MPS-exterior.gif


From a developers point of view, this system allows the integration of new devices/features a lot quicker - instead of each time hard-coding certain behaviour, say a new airlock type, the art assets are decomposed into existing devices (motors, lights, user authentication), and a program - that may be customized by players - defines the possible interactions.

As for the technical problems, thanks for reporting, for now you could re-install the launcher from https://files.3001sq.net/red/3001SQ_bootstrap.exe or manually delete LAUNCHER_DIR\simulation and it should re-fetch the simulation files.

Over the coming weeks we will unlock the automated mining station and docking with auxiliary cameras projected onto the displays, proximity sensors and different flight modes to further demonstrate what the 3001SQ board computer allows in terms of gameplay! :)

And well spotted with the networking issues - therefore we will have a small Multiplayer Test till the end of the campaign, to prove that the project won't fail due to one feature stalling everything else.

All promised systems of the January 2017 release will be implemented in some minimal form over the following weeks.
 
I think it's a great idea to introduce programming into spaceships. People who go that route will certainly get a sense of immersion and connectivity with the craft, because they'll be able to directly see the results of their tinkering with the code.

I love that you guys went with the more realistic route, rather than just arcadish shooter route. It's always cool to see proper implementation of physical simulation on thrusters and ships behavior in general, IMO, it just gives a dose of seriousness and rawness to the whole game.
Such mechanics can be daunting at first, but reward you multiple times later.
[up]
 
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