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SS13D

Design Document

Introduction

Abstract

Based on a game with the same name on the BYOND platform, Space Station 13 is an
online, round based (light) roleplaying game. It is based around operating and maintaining a space
station, while predetermined outside influences attempt to interfere with the station as a whole, or
with specific inhabitants.

The majority of players will be tasked with setting up and running the station components
determined by their role/job, while a small number of selected players are attempting to sabotage
this under a “traitor” guise, with a variety of missions, such as assassinating a crew member or
stealing a high security item, then attempting escape on an emergency shuttle when complete.

Target Audience

While the game already has a small established player base, it is not large enough to warrant
a complete rewrite in its current state. Due to the round based nature of the game, it would not
require a large time investment to play, making it appeal to a wide group of players – however, to
understand the mechanics and more advanced concepts well, takes time and experimentation. One
of the large appeals of the game is that it can be very easy to just jump in and play successfully, but
the depth is there if you want to get more involved.

The design is for “light” roleplaying and interaction however, and the player relationships
form a large part of what makes the game fun and unique. The young, casual FPS or action gamer
may not play the game how it is intended, or find it to be the type of game they expected from a
quick overview of it.

Platform

The game will be written in Microsoft XNA, using lidgren for networking. It would run on a
windows machine, but not require a state of the art machine to play at all – the master server design
will control the more computationally aggressive implementation of features (the atmospherics
system for example), and the graphical style will not be complicated.
Unique points

Space Station 13 is a unique game in a large number of ways. An important part is the
anonymous nature of the game – although players have a username they use to log on and connect,
their in game character name is randomised at the start of every round, creating an interesting
dynamic as the people you are playing with are effectively strangers each time you play. When this
is combined with the traitorous aspect of some of the game modes, it helps instil a feeling of
suspense and paranoia, as although you may have formed an impromptu friendship with a player in
the past, there is no way of you knowing who that presently is, and what their goals may be this
round.

One of the most important premises of the game is the construction/deconstruction aspect.
Every piece of map geometry can be created or destroyed (similar to minecraft), meaning areas of
the station can be removed, repaired, or entire new wings can be built – and this premise extends to
many of the items too, tables, chairs, computers, power networks and much more can be created by
players, very much giving a sandbox nature to the game (in its current implementation, groups of
players have kept a single round going for over 12 hours in some cases, building entirely new
stations from scratch.)

Another unique aspect of the game is the atmospherics system, which closely (not
perfectly!) models the transfer of heat and gas around the station, which is obviously important for a
game set in space. Rooms can be depressurised, gas pipes can be blown open, air can be
superheated and huge fires can rage through corridors, with reasonably realistic ways of fixing (or
exacerbating) each problem using available in game methods, depending on the players intentions.

Another unusual aspect of the game, is that although it is round based, these typically last up
to an hour or so, and with this, death is permanent in almost every case. The current implementation
has a couple of methods of player revival, but they are difficult and time consuming to achieve, to
really imply a self preservation aspect of play. This encourage players to work together to repair or
rebuild the station, and make it habitable for each other, and form on the fly allegiances and
friendships with strangers as they work towards the same goal.

Game Mechanics

Controls

With a third person camera system, similar to Dead Space, the game will be controlled with
a keyboard for movement, and a mouse moving your camera. A small distance behind the player
will be able to be seen, with greater distance out in front. This keeps with the paranoid and
suspenseful feeling, while ensuring the player feels intimate with their surroundings, and allowing
them to interact with the various tools and machines they come across.

A simple inventory system is maintained, with a paperdoll similar to RPG games. Slots for
various items of clothing, such as uniforms to distinguish jobs, gas masks, backpacks and radio
headsets are available, with gear being able to be swapped in an out depending on the situation.
This should be able to be quickly brought up at a single key press, with the mouse to be used to pick
up and equip items when needed.
Although tools are able to be freely carried by the player (limited only by backpack/storage
space), only one can be held “in hand” at once, and must be switched between similar to a gun in an
FPS for performing tasks.

For using an item on another item, during construction for example, a simple point and click
interfact will be used, either two items contained within a players backpack, or using an item on a
piece of the game world.

Winning/Losing

There are a number of different game modes, all of which are similar, and to players not
directly involved will seem identical until another player gives a clue (of varying size!) alerting
them.

For a simple station member, a “win” could be considered survival of the round, running the
station correctly according to their job then escaping the station on the shuttle (if needed), while
apprehending any traitors or stopping any outside influences on their station. For somebody directly
involved in the round type (determined randomly at round start), they will have a small number of
either individual or team based objectives to complete, and usually a determined way to end and
“win” the round.

An example of a players objective from the “traitor” game mode may to be assassinate a
certain crew member, steal an item (such as the captains spare ID card), and escape alive on the
shuttle. They are able to choose a small number of items to help them achieve their goal. A
traitorous player must decide quickly whether they will attempt a stealthy approach, perhaps
poisoning their target and hiding the resulting body, or construct a bomb to blow up an entire
department and hope their target is caught in the blast or suffocates – and then choose items which
aid them in their plan. As nobody apart from the player involved will know who the traitor is and
what their objectives are until the round finishes, many varying play styles are possible. If the
traitor dies, the round does not end however, which prevents players randomly attacking crew
members hoping to happen across the correct one, as it would more likely implicate them as the
traitor themselves.

Another, more obvious game mode, sees a small, well equipped force of agents attempt to
board the station with an intent to blow it up, by stealing nuclear authentication codes from the
ships bridge. Again, as a group they must choose whether to attempt to blend in with the crew and
covertly achieve their objective, or attack from head on to quickly achieve their goal before they are
overwhelmed.

The round type and dynamic have varying effects on the current players – you may well find
the friendly engineer who has been your partner all round has in fact killed two people without your
knowledge, that you were in fact a target, or that other people were involved without your
knowledge at all. Many players choose to try and investigate and get involved with the round as
much as possible, and allow the game mode to take precedence over their actions, while others will
experiment and keep to themselves unless directly involved.

A round will typically end in one of two ways. Firstly, if the captain or heads of staff
determine the station to no longer be safe, and call an emergency shuttle to evacuate the crew (or a
traitor does this once they have completed their goal!). Once the shuttle arrives back at “base”, the
game mode is revealed along with all crew and objectives, and the winners are declared. Secondly if
the station is destroyed by an outside influence whose goal was to render it inoperable the game will
end and reveal the game mode, as it is no longer playable.

The current game modes (not all will be used) are:


Traitor – One (or more) crew members are given an objective to complete, then asked to
escape the station alive on the emergency shuttle. Objectives can include assassination a random
crew member, stealing a secure item or attempting to disable the station such that they can escape
alone.

Nuclear – A small force of agressors start off station, and must collect an item (currently a
nuclear authentication disk), then use it to destroy the station with a bomb they receive at the start
of the round.

Revolution – A small number (5% – 10%) of the crew are chosen as revolutionaries, and
must convert players to their cause and assassinate the heads of the station. If they manage it, the
round ends and they win, however if they are all killed, the round ends and the station wins.

Malfunction – The stations AI computer (similar to HAL from A Space Odyssey or Shodan
from System Shock 2) has malfunctioned, and must attempt to survive for 30 minutes at which
point they can destroy the station, while preventing their own destruction. The crew must learn its
intentions and attempt to stop it any way they can.

Level Design

The station is a 3D environment built of blocks, similar in design to the world of minecraft.
There are many departments (explained below in Characters/Roles). Being in space, it is an
enclosed design, although not necessarily realistic apart from that. The main areas would be the
bridge, engineering, medical, research and the crew quarters. The station has gravity, and allows
free movement by players, and with appropriate equipment (jetpack, gas supply) players can exit
the station safely and work on the outside of it if needs be. Near to the station are a number of small
entities, accessible with difficulty, such as the home base the shuttle arrives from, the AI Satellite
(mainly used during the malfunction game mode), and a small shuttle for the players to start on
during the Nuclear game mode.

Story

Characters

Roles

At the beginning of each round, a player may select two or three choices of job, in order of
preference. The game will then select one, depending on the number who requested it, and the
maximum number of slots available. Jobs include:

Captain – Captain of the station, obviously. Has access to all areas, may call the emergency shuttle,
and must general manage and ensure correct running of the station. Has a small captains quarters
and primarily resides on the bridge. Difficulty: Nightmare

Head of Personnel(HoP)/Head of Security(Hos) – These are respectively in charge of the crew, and
the small security force on the station. Along with the captain, they make up the team of “Heads” in
charge of the station. The HoP has full station access, is responsible for the crew itself and
managing/reassigning jobs. The HoS is in charge of the small station security force, and must
protect the station from danger, while removing (non lethally) and members who he may suspect
will try and disrupt the station, or have been caught doing so. Each have a small office and
primarily reside on the bridge. Difficulty: Very Hard

Security: A force (of roughly 5 players) assigned under the HoS to carry out his orders, arrest
troublemakers and ensure the station is running in a correct manner. They have their own security
room, and a brig area with cells to place troublemakers. Difficulty: Hard (and frustrating).

The AI: A single, unique position. Resides near the station on a satellite, and has complete access
and a god like overview of the station. MUST obey Asimov's three laws of robotics. Can alter any
electrical system on the ship, and view it through security cameras. Must obey all station demads
that do not conflict with its laws, and while a powerful position, is usually just a glorified door
opener! Difficulty: Nightmare

Engineers: A small group of players responsible for the station power, and repairs. They reside in
the station engine which must be set up each round at the start, before the small power reserves run
out. They are also responsible for repairing and station damage. Difficulty: Moderate

Atmospherics Technicians: Have access to the station atmospherics controls, the pipe loops that
cover the whole station, and all types of gas cannister. They are responsible for cleaning up all gas
spills, repressurising damaged areas, repairing pipelines and providing hazardous gas to
departments which may need it. Difficulty: Hard to do well, easy to slack off.

Medical: A group who must ensure the health and wellbeing of the whole station. Their large
medical department has machine to revive near dead players, syringes to cure disease and pills to
prevent it. Portable medical kits are available and can be used to bandage wounds, heal burns and
resuscitate individuals. Difficulty: Moderate.

Toxin Scientist: A few scientists aboard the station whose official job is to research, although what
nobody quite knows. Usually ends up on fire and a complete death trap while they attempt to
construct bombs. In its current implementation mostly useless, though a lot of fun. Difficulty: Easy

Geneticist: A scientist in a small lab with access to a genetics machine, who can experiment on a
small number of animals in his possession. Player DNA is stored, with blocks simply relating to
aspects like hair and eye color, skin tone etc. and can be randomly altered in his machine by hitting
the person with radiation, along with a number of other effects. Difficulty: Hard

Chemist: Has access to a chemical dispenser in his small lab, and can make a number of compounds
with helpful uses, and a larger number with unhelpful uses. Simple compounds may clean areas or
cause people to slip, while more complicated ones may blind people or melt clothes. Difficulty:
Depends on what you are trying to make.

Roboticist: Can create simple robots out of metal, which deceased crew member can have their
brains inserted into to live again, with limited functions. His robots follow the same laws as the
station AI, and can be remotely deactivated if needs be. He has a medium sized operating room to
remove patients brains, and is the bane of engineers for stealing all their metal. Difficulty: Easy

Janitor: A non essential, fun position. Has an embarrassingly small custodial closet, and is tasked
with mopping up blood and rubbish left around the station. However, this is one of the most popular
jobs, due to his ability to make crew members slip on the wet floors he leaves behind, rendering
them helpless for a few seconds. Difficulty: Fun

Clown: Another fun position. Has no responsibilities, apart from keeping the crew moral up. Has no
“home” to speak of, and his only possessions are a bike horn and banana peel. Generally just gets in
the way. Difficulty: Fun

Chaplain: The final fun position. Is strictly responsible for performing space funerals of the crew,
and loitering around in his chapel. Difficulty: Fun

Assistant: This position is what the remaining crew are assigned to, who did not get one of their job
choices from the list above. They have almost no access, and are intended to just help out with
whatever is needed. In reality they run around like an annoying swarm interfering with anything
they can. The ideal position for a new player to learn the game mechanics and station layout.
Difficulty: None

Visual Style

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