Accurately roleplaying living in space, in a town built by, and shared by, the players. That’s what we provide. And so this game will constantly evolve. Right now, we are at the very beginning of that process:

The Core Community Phase

Visitors watch Moon Town take shape and learn about the Future

This place was created for the space community. The mission now is to draw them in to the experience of making it be what only they can make it be – a true vision of the future.

So the gameplay there is right now introduces the town. You can walk through the facilities, drive rovers, and control androids remotely. You can chat with people there. Ever more of the objects you pass will have ever more media, animations, and interactivity to explain them.  More of it will appear each month. As the town develops, ever more of that learning material will become integrated so you learn it naturally, by operating machinery, observing programmed characters live their lunar lives, and watching complex endeavors like manufacturing and mining be carried out. But that comes later, when there will also be events and stories and you can make a home and garden and all kinds of stuff like that. First, the town must be properly founded around the people who understand how it needs to be.

This summer, we’ll set up member accounts and augment tooltip and billboard functions so that members can place different kinds of them on objects, and add text, links, and pictures to them. This will allow the models of the CLIMB contest to be marked up with notes. Because…

Letting Makers Make is the Key

This whole thing is an experiment in collaboration. All the functions we’ll add to the game in this phase will be about making it a pleasure to work together making great models and media about space development:

  • Tools for collaboration. Our 3D models get built in separate software for that, but tools to compare, talk over, mark up, and roughly indicate ideas on a model really help design.
    • tooltips and billboards have been mentioned, more things like that are needed and will be added as we are able to create them – like
    • pointers, so you can indicate a spot to other people in visual range
    • the ability to rotate and zoom a model, so everyone gathered gets a good view of the thing being discussed
    •  the ability to quickly compare iterations and versions of a model, swapping them with a click, placing two side by side, things like that
    • message boards, located with the model in the game, so an ongoing conversation is available to everyone involved (which may be restricted to a group)
    • syncing that message board with another appropriate messaging area for when people aren’t in the game

This provides an environment where Makers can have fun working together on a piece for the game. It also provides all players with a window into that design process.

Other goals for this stage include:

  • A good map system, to navigate around the town
  • Broad range of expressions and gestures you can quickly access and use
  • Finer player controls – running, jumping, sitting

Once a core community has been established and given their key tools, we can move on to creating town life. That will cover two planned phases: