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Dev Diary #2: Resources by Boian Spasov from Haemimont Games

Hi everyone!

Boian Spasov from Haemimont here (@Blizzard_Haemimont here on the forum) with another dev diary on Surviving Mars. While I focused on the high-level vision in my previous diary, this time, I plan to dive in the nitty-gritty gameplay details, talking about the many resources relevant to your bold colonization mission.

Design Goals

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When creating the resource system, we had three major design goals in mind

Resources are very different from one another - we didn't want to create a system where resources are differentiated by their icons on the user interface and nothing more. Quite the opposite - we made a concentrated effort to make them very different in terms of acquisition, production and/or purpose. This created a somewhat steeper learning curve compared to the typical city-builder, but opened the potential for much deeper gameplay.

Resources feel scarce - Surviving Mars is a city-builder, but it has a strong survival element. It felt right to make resource depletion and scarcity a constant problem that you will face. The decisions where to land your first rocket and where to expand require some careful planning. Scanning for new resources is important. Finding a rich deposit is a cause for celebration. Failure to secure a certain resource is a much bigger problem than in the typical game of the genre - it can even spell out the end of the entire colony. As a last-ditch effort, buildings and vehicles may be salvaged to reuse some of their construction resources in order to survive a critical situation.

Becoming self-sufficient and independent from supply with resources from Earth is an admirable long-term goal.

Resources are positional - transporting a resource to the place where it is needed is just as important as getting it produced in the first place. The bulk of the resource transportation happens automatically once set up, but a specific delivery can be manually ordered in case of an emergency.

Power cables and pipe infrastructure is present in the entire colony. Drone workers and larger vehicles carry most of the other resources here they are needed. Rocket ships land occasionally to deliver emergency supplies from Earth. Getting resources to the places where they are needed should not be trivial - underground tunnels may be required to reach isolated parts of the map and the transportation vehicles usually require resources to perform their function, threatening to shut down your carefully planned systems in case of a Power or Fuel shortage.

Basic Resources - Metals, Concrete, Rare Metals and Food

Automated extractors placed on spots rich in sulfur in the Martian soil, dig up the sulfur-rich regolith and store it as ready to use mix. It is later transported and heated, turning it into strong and enduring concrete.

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Scarce amounts of metals may be gathered directly from meteorite remains on the surface. Exploiting underground metal deposits is more complex and not fully automated - it requires a special building staffed by colonists, so it is not quite possible until the colony houses human residents.

Rare metals are even scarcer and have a limited uses on Mars such as creating electronics. They are valuable enough to be exported to Earth, securing the much needed funding for everything else required by the colony.

Individual resource deposits offer different resource quantity and grade. Deep deposits cannot be exploited or discovered initially, but will become available later in the game.

Resource extractors produce useless Waste Rock as a by-product. Transporting this waste product to places where it would not get in your way presents a minor problem by itself.

Food production on Mars is challenging, although, as we know from "The Martian," not impossible. Still, it is likely that your first colonists will have to rely on supply secured from Earth. There are many different types of crops to grow as well as fungal farms offering a more exotic food source.

Advanced Resources - Polymers, Electronics, Machine Parts and Fuel

While basic resources are usually produced from resource deposits, advanced resources usually require another resource as a material. They are rarely needed in large quantities early in the game, but are still relevant, even at this stage.

Polymers, electronics, and machine parts are made in dedicated factories, each of them requiring colonist workforce to function. A fledgling colony will almost certainly not be able to secure the supply of these resources during the early stages of colonization and will have to rely on shipments from Earth.

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Using the CO2 from the Martian atmosphere and hydrogen from water the colony can produce fuel. The process uses a series of relatively simple chemical reactions to produce methane and oxygen which are used as propellant and are needed for the return trip of the rocket ships to Earth. Fuel production is automated and does not require colonists. Processed fuel is highly explosive, so it might be a good idea to store it where it cannot do much harm if an accident occurs.


Grid resources - Power, Oxygen, Water

Grid resources are distributed through the colony using pre-set infrastructure - a power grid or a pipe network for Oxygen and Water. Both pipes and cables are prone to failures, and large networks require regular maintenance by drone workers. The crops you plan will have an impact on the colony Oxygen and Water consumption.

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Different Power sources have their own strength and weaknesses. Solar Panels do not function during the night and take a severe penalty during dust Storms, so the colony has to rely on batteries or have alternative power sources.

Several people asked about our decision to include wind energy as a possible power source. While it was previously thought that wind power is not viable in the conditions of the sparse Martian atmosphere, in the recent years NASA is seriously considering it as an alternative power source for a potential Mars mission.

More advanced and reliable Power sources will become available as the game progresses.

Water on Mars is usually found frozen and underground. If a deposit is not available in the vicinity of the colony, it can also be extracted from the atmosphere, but this method is more costly.

Oxygen is produced from the atmospheric Carbon Dioxide by a device we lovingly call "MOXIE". Since colonists will die very quickly without this vital resource and the MOXIE can be somewhat unreliable in certain situations, keeping an emergency supply in an Oxygen tank is a must.

The Final Resource - Funding

Money may make the Earth go around, but on Mars, its usage is quite limited. Your immediate problems such as dust storms, malfunctions, and suffocation, cannot be solved simply by throwing bags of money at them and this is quite an intentional design decision on our part.

The Funding of the colony, measured in millions of dollars, is only relevant in your dealings with Earth. You can request additional rockets carrying resources, vehicles and building prefabs up to the limits of your available Funding and the rocket cargo capacity. The payload is fully customizable, as seen in the screenshot.

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Since the rocket travels for a while, it may not arrive fast enough to solve your urgent problems, but may eventually grant you a reprieve from whatever crisis you are currently suffering. Keep in mind that the rockets will have to be refueled for the return trip and buying new rockets is quite expensive. To maximize the benefits from resupply you may wish to load more useful cargo on each trip than you will immediately need and to secure fuel production before you run out of Rockets. There are few ways to earn Funding and they are not always available, so take care to use your considerable starting funds wisely and to always plan long term!

That's all for this dev diary - join me next month when I plan to talk in depth about the permanent human settlements on the red planet. Until then, I would be happy to chat with you in this thread. Just remember that we are still keeping some things under wraps, so I would not be able to answer all your questions yet.

P.S. PC Gamer interviewed me yesterday and showcased our latest trailer for resources. Which you can watch below. You can also read the interview (should you wish, here).
 
@Tavior: Really? I don't see that in the video there...

Well, in the end, there will need to be huge simplifications made in favor of gameplay. Every single other game out there has to simplify at some point, otherwise it becomes a full-blown simulation that can be used by NASA, but is no fun because it can't be "played".
Indeed just one day seems a bit short though, and also sounds too short to have much strategic impact on gameplay. Given that the rest all sounds pretty "science" to me, I hope that this aspect won't be oversimplified.
Still, you won't get a duration of 150 days because that would make the game ultra-hardcore, with only the slightest miscalculation meaning game-over. Personally, I'd think it should be a middle ground (maybe 15-30 days?), but we'll see what the devs come up with.
I'm optimistic and don't think they'll screw up this aspect :)
 
First off. I am talking about this video where they show off very early work in progress gameplay. If the timestamp mess up it is at 39 minute 22 second. Just play for a few minute you will clearly see 24 hour in tip box.


@Tavior: Really? I don't see that in the video there...

Well, in the end, there will need to be huge simplifications made in favor of gameplay. Every single other game out there has to simplify at some point, otherwise it becomes a full-blown simulation that can be used by NASA, but is no fun because it can't be "played".
Indeed just one day seems a bit short though, and also sounds too short to have much strategic impact on gameplay. Given that the rest all sounds pretty "science" to me, I hope that this aspect won't be oversimplified.
Still, you won't get a duration of 150 days because that would make the game ultra-hardcore, with only the slightest miscalculation meaning game-over. Personally, I'd think it should be a middle ground (maybe 15-30 days?), but we'll see what the devs come up with.
I'm optimistic and don't think they'll screw up this aspect :)

Already addressed in my earlier thread. I am asking if that has changed since that gameplay video.

https://forum.paradoxplaza.com/foru...action-in-gameplay-video-aug-21-2017.1042554/

I have been thinking on this topic for a while ever since I watched the gameplay video.

It bother me so much that I can't believe that you have not tried hard to do it differently. When I saw the bit about shuttlecraft landing on Mars barely a day later. It made me cringe.

You could instead of using day time periods. Use month time period instead and it solve many issues at once. The same way Child of the Nile dealt with season/month.

To explain how Child of the Nile dealt with time abstraction I have to explain a bit about the gameplay. First off instead of forcing the player to wait through 12 months for a single harvest. They abstracted the year/month time period into "3 days night/light cycle" representing the flooding season, planting season, and finally harvesting season without making the player wait through 12 months of the year.

You can do something similar here. Instead of using a single day to represent an in-game day; Use a month to represent an in-game day night/light cycle.

I don't see enough of the in-game calendar to know if you used "Earth year" or "Mars year". I know that Mars has a year length that is nearly twice as long as Earth (365 days vs 687 days).

I don't think you would want to torture players with a longer years right? So abstracting that into a 12 or 24 "Mars month" whatever works best.

My next subject is somewhat slightly more complicated but bear with me. Because Mars and Earth don't stay at the same distance through out time due to different year period. Time to travel between two isn't a constant value. It can various as much as 150 days to 300 days (better engine can narrow that down a bit such as antimatter or whatever). So if it takes 2-3 months to start up the colony and the next ship is it's on way at the same time. Then there isn't a "large netflix time" waiting for your colonist to get there.

So please change shuttlecraft getting to Mars under day to something else less cringe!
 
Ah that video, I thought you were referring to the trailer.
Indeed I see it now. That is now also probably the single one thing that bothers me about this game.
Hmm.
 
I made a post about length of travel between Earth and Mars awhile ago.

Is that still "breaking suspension of belief" one day trip? Or are you planning to change it to something slightly longer?

For those who don't know. Rocket engine takes anything from 150 days to 300 days depending on engine used and distance between Mars and Earth.

Hi,

The lifespan of the citizens and the Rocket travel time are not up to scale with the day/night cycles of the lightmodel (called Sols in game, each taking around 12 minutes real time when playing on normal speed). As others have guessed, this is a simplification done in favor of gameplay, roughly equaling 1 year of real life with one day/night cycle of the lightmodel. This means that an average colonist may die of old age around 80 cycles after he was born and the rocket travels for 1 cycle. This is not precise, though, e.g. children grows to adults faster than you would normally assume.

That being said, we tend to look at this as an abstraction and never claim that rockets really are absurdly fast thanks to some new technology or that the citizens' lifespan is somehow shortened and accelerated in the game world. We use this timescale because it allows us to model the events that we want with pace suitable for the gameplay purposes - in the case of the rocket travel time taking long enough, but not so long that it is useless or frustrating.

edit: edited for clarity, still sleepy this early in the morning. I also agree that showing the ETA in hours breaks the suspension of disbelief somewhat, I felt the same with with the timescale of turns in civilization games.
 
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Hi,

The lifespan of the citizens and the Rocket travel time are not up to scale with the day/night cycles of the lightmodel (called Sols in game, each taking around 12 minutes real time when playing on normal speed). As others have guessed, this is a simplification done in favor of gameplay, roughly equaling 1 year of real life with one day/night cycle of the lightmodel. This means that an average colonist may die of old age around 80 cycles after he was born and the rocket travels for 1 cycle. This is not precise, though, e.g. children grows to adults faster than you would normally assume.

That being said, we tend to look at this as an abstraction and never claim that rockets really are absurdly fast thanks to some new technology or that the citizens' lifespan is somehow shortened and accelerated in the game world. We use this timescale because it allows us to model the events that we want with pace suitable for the gameplay purposes - in the case of the rocket travel time taking long enough, but not so long that it is useless or frustrating.

edit: edited for clarity, still sleepy this early in the morning. I also agree that showing the ETA in hours breaks the suspension of disbelief somewhat, I felt the same with with the timescale of turns in civilization games.
It is just wonky to still call them Sols, a term specifically for the Martian day, while what you really mean is like a Martian half-year. Maybe call them seasons instead? Then the day/night cycle could also make sense, with dark winters and bright summers.
 
Terraforming expansion when?
 
Hi,

The lifespan of the citizens and the Rocket travel time are not up to scale with the day/night cycles of the lightmodel (called Sols in game, each taking around 12 minutes real time when playing on normal speed). As others have guessed, this is a simplification done in favor of gameplay, roughly equaling 1 year of real life with one day/night cycle of the lightmodel. This means that an average colonist may die of old age around 80 cycles after he was born and the rocket travels for 1 cycle. This is not precise, though, e.g. children grows to adults faster than you would normally assume.

That being said, we tend to look at this as an abstraction and never claim that rockets really are absurdly fast thanks to some new technology or that the citizens' lifespan is somehow shortened and accelerated in the game world. We use this timescale because it allows us to model the events that we want with pace suitable for the gameplay purposes - in the case of the rocket travel time taking long enough, but not so long that it is useless or frustrating.

edit: edited for clarity, still sleepy this early in the morning. I also agree that showing the ETA in hours breaks the suspension of disbelief somewhat, I felt the same with with the timescale of turns in civilization games.

Just like Keizar Harm. Just call it a Mars season and keep everything else the same would be a better solution than just hours.
 
Indeed, that all sounds reasonable.
@Blizzard_Haemimont: I also like the terminology you just used: "Cycle". That is totally abstracted, and would invoke neither of the connotations of "year", "month" or "day", even if "Mars would be added to them.
Obviously in the end it's your decision lol, but my vote would go to "Cycle" :)

Edit: Unless I did not understand correctly (because I am sleepy as well ^^), and the general terminology is already "Sol", with only the rocket arrival time being mislabeled. "Sol" is a fine name as well.
 
Just like Keizar Harm. Just call it a Mars season and keep everything else the same would be a better solution than just hours.

Thanks for the feedback! We like using "Sol" for flavor reasons, but at the very least we should probably remove the ETA in hours on the rocket icon (and replace it with something else like a percentage or a progress bar). I will suggest it at the next design meeting.
 
I just recently read the Popular Science spcial edition called Our Future on Mars: Where We'll be in 2035. Reading it really hyped me up for this game, i cannot wait until it comes out now. Plus it was interesting reading about the technology that was mentioned in the Dev Diary, such as MOXIE.

Edit: 2035, not 3035. Sorry bout that
 
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Whoops, thanks for noticing. Whats worse is that i noticed that error when i was typing it, and forgot to change it.
*hugs*

It's okay to fail some times...
 
We are certainly going to have achievements in the game. No current plans for ironman mode, though, so achievements will be unlocked in the traditional way.
Hmm, does that mean that anyone can just mod themselves the achievements? Or are you going to discourage modding?
 
Hmm, does that mean that anyone can just mod themselves the achievements? Or are you going to discourage modding?

Quite the opposite, we will endeavor to encourage modding as much as possible. Since this is the first Haemimont game with mod support we haven't hammered down the specifics of mod interaction with achievements yet, so any suggestions are welcome!
 
Quite the opposite, we will endeavor to encourage modding as much as possible. Since this is the first Haemimont game with mod support we haven't hammered down the specifics of mod interaction with achievements yet, so any suggestions are welcome!

I would at least recommend going "ironman" route like most of the main Paradox's games such as Heart of Iron 4/Europa Universalis IV/Stellaris/Crusader Kings 2 etc...

This basically just ensure that you earn achievement without mod (beside those that don't affect game-play like GUI/prettier map etc...).