[p]It’s always a bit scary to talk about possible or potential features, but that’s what this update is going to do.[/p][p] [/p][p]With the worst of the bugs and performance issues fixed and, if we’re honest, sales slowing after the initial release it seemed like a good time to turn my focus to potential future features for DSD. Not because the game is perfect and flawless, but because some of these ideas will help shape the solutions to other design questions.[/p][p][/p][p]One of the earliest systems prototyped for DSD was a world map or galactic map. Some basic ideas were mapped out and functional, but after that the prototype was shelved for possible use in the future. And that time? It’s getting close. [/p][p] [/p][p]The current vision is to have the player start in a small and simple world. The world will have just the few resources needed to get the player started and learn the core systems of the game. Then! With enough resources you’ll be able to purchase a license from “The Corporation” to found an additional colony. You’ll be able to choose from worlds with a mix of resources. Ideally choosing a world that will let you expand and build from additional tiers of the tech tree. [/p][p][/p][p]Instead of building a single colony you’ll be able to build a network of colonies shipping resources from one to the other - building your empire of factories and workers. You won’t abandon colonies. They will continue to function and ship resources. And if you ever want to go back and update a colony? You’ll be able to do that too.[/p][p][/p][p]As the image of the map prototype below suggests… It's still VERY early in the design process. The next idea is more likely to see the light of day before the world map.[/p][p][/p][p]
![]()
[/p][p]DSD was designed to be a resource management game without micro-management. And I think that’s been achieved, but maybe a little too well? [/p][p][/p][p]For the last several months I’ve been exploring tweaks and changes to the resource transportation system. Asking lots of
what if questions. All with the goal of bringing back a little more puzzle or a little more management to the game while trying to steer clear of massive menus or constant fiddling with settings to min/max the colony’s productivity. There’s nothing wrong with games like that - DSD just wasn’t designed to be that kind of game.[/p][p] [/p][p]While far from final, the latest prototype attempts to answer the question “What if the storage wasn’t global?” And the results are looking promising! [/p][p][/p][p]Got a mine that needs fuel cells? Simply connect a solar panel to it. Nothing new.[/p][p][/p][p]What’s new is the “transport hubs.” These effectively replace global storage. Got extra iron ore? Send it to a nearby transport hub! Then that hub will send to the next hub and then to the next and the next until there’s a connection with a smelter that needs the iron ore. [/p][p][/p][p]Instead of just having connections from one building to another - there will now be networks of connections for each resource.[/p][p]
![]()
[/p][p]To control the flow of resources through your network of transport hubs you’ll make connections and choose which resources a particular transport hub is allowed to handle. It’s still simple, but it brings back some of the planning and puzzle that was missing in DSD. [/p][p] [/p][p]This system is much further along than the world map and will hopefully be making an appearance in a public version of DSD in the coming weeks.[/p][p]
[/p]