Skip to content
Merged
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
199 changes: 198 additions & 1 deletion ROADMAP.md
Original file line number Diff line number Diff line change
Expand Up @@ -40,7 +40,7 @@ travel and sandbox play.
| Character and companions | Attributes, skills, condition, equipment, companion care, trust, levels, livestock, and vehicle travel | Player-selectable Explorer identities, richer appearance, training, and ability growth |
| Earth travel | Walking, distinct road vehicles, responder vehicles, drone, personal aircraft, airport aircraft, boats, ships, and skydiving | More vehicle classes, facilities, damage presentation, and physical-device tuning |
| Water | Shore visibility, mapped vessel identity, marinas, ports, playable boat and ship classes, shore/boat/underwater fishing | Wider port coverage, water traffic, maritime activities, and reviewed bathymetry |
| Space | Manual and assisted flight, selectable courses, celestial collision, planetary entry, accepted surfaces, landing, and return | More complete planetary activities, destinations, spacecraft, and visual review |
| Space | Manual and assisted flight, selectable courses, celestial collision, planetary entry, accepted surfaces, landing, and return | Optional long-distance Expeditions, more complete planetary activities, destinations, spacecraft, and visual review |
| World construction | One World Editor containing persistent local and room Blocks | Terrain shaping, building materials, interiors, decoration, and creator publishing |
| Community | Bounded rooms, presence, chat, activities, shared Blocks, persistent room vehicles, and public game leaderboards | Larger-room review, moderation depth, clubs, events, and shared settlements |
| Access and performance | Keyboard, touch, mobile layouts, accessibility settings, bounded loading, and lifecycle cleanup | Broader phone, browser, assistive-technology, battery, and thermal review |
Expand Down Expand Up @@ -198,6 +198,203 @@ adding city-specific exceptions.
- Preserve manual control. Assistance remains optional, visible, local to the
selected destination, and interruptible by the player.

## Interstellar Expeditions

Interstellar Expeditions will make the journey between distant destinations a
game of its own without replacing the current space sandbox. Players will keep
three choices through the same universe and destination catalog:

1. **Free flight:** enter a personal spacecraft, fly manually, orbit, land,
leave the craft, and explore with the existing Character, geology, building,
and planetary systems.
2. **Assisted travel:** select a destination and use the current optional,
interruptible travel assistance.
3. **Interstellar Expedition:** deliberately plan and provision a persistent
long-range ship, manage the voyage, and return to ordinary local exploration
on arrival.

Mars, a discovered world, a player base, and an outpost remain the same places
regardless of how the player reaches them. Expedition work will extend the
existing body catalog, world addresses, Space Flight, Character, Backpack,
Journal, geology, World Editor, Blocks, rooms, and persistence. It will not
create Expedition-only copies of those systems.

### Stage 1: research and system decisions

- Produce one primary `INTERSTELLAR_EXPEDITION_SYSTEM.md` before broad
implementation. It will make decisions about propulsion, relativity,
strategic time, crew, closed life support, ship interiors, resources,
failure, multiplayer, persistence, performance, and the boundary with
ordinary Space.
- Base physical claims on authoritative scientific and engineering sources.
Distinguish catalog observations, established physics, modeled values,
speculative engineering, game-generated content, and fictional technology.
- Retain known physical distance while presenting simulated mission duration
and expected player time separately. One travel calculator will own route
feasibility, acceleration and deceleration, propellant, external elapsed
time, crew-experienced time when relativity matters, and play-time
compression.
- Use hierarchical world addresses and reference frames so nearby flight stays
precise while the same architecture can address planets, stars, nebulae, and
galaxies. Catalog objects take precedence; deterministic generated objects
fill appropriate gaps without being presented as observed fact.
- Separate Expedition chronology from contemporary Earth context. A voyage
representing centuries will not silently move the live Earth world into a
fictional future.

This stage is complete when the design names one owner for every shared state,
resolves the scientific and gameplay decisions needed for implementation, and
defines schema migration and rollback. It will not remain an open list of
alternatives.

### Stage 2: one complete journey foundation

- Add one Expedition planner with a small set of understandable realism and
survival presets plus an advanced custom choice. The planner covers
destination, ship, propulsion, crew role coverage, resources, route stops,
risk, and a clear Ready, Marginal, or Insufficient assessment.
- Create data-driven ship and propulsion profiles whose mass, thrust, range,
crew, cargo, power, life support, maintenance, and interior requirements
produce meaningfully different journeys. Real, speculative, and fictional
drives retain honest classifications and explanations.
- Keep personal equipment in the Backpack, voyage supplies in ship cargo, and
outpost resources in settlement storage. Every transfer is explicit and
conservation-checked.
- Use one versioned Expedition record for the ship, route, current leg,
strategic time, crew, supplies, system condition, cargo, discoveries, major
events, and mission state. Stable ship identity includes its class,
configuration, upgrades, condition, crew association, and history.
- Add an interim mission allocation for initial provisioning without embedding
a temporary currency throughout the game. It must be replaceable by the
future shared World Explorer economy.

The first implementation proves a complete representative journey: prepare,
board, depart, advance time, consume supplies, respond to a real ship problem,
record a discovery, arrive, leave the Expedition ship, and continue as the same
Explorer through the existing local Space and planetary systems.

### Stage 3: the ship, crew, and voyage

- Make each Expedition ship a bounded, high-quality, walkable place assembled
from validated class-specific layouts. Required rooms must exist, remain
reachable, fit the exterior, support collision, and perform real functions;
unused decorative labels do not count as systems.
- Connect bridge, engineering, life support, medical, cargo, fabrication,
science, crew, food production, cryogenic, and vehicle spaces only when the
selected ship requires them. Room and deck visibility, shared assets,
bounded lighting, and crew detail levels keep interiors playable in a
browser and on supported phones.
- Use the existing Explorer as a crew member. NPC crew have names, ages,
health, fatigue, experience, assignments, and overlapping technical roles.
They work, rest, repair, treat, and perform science in the visible ship with
purposeful bounded behavior. Routine schedules and maintenance are automatic
unless the player chooses deeper control.
- Track a focused set of consequential supplies: food, water and life support,
power, propulsion resources, medical supplies, maintenance material,
fabrication feedstock, and mission cargo. Forecast consumption, recycling
losses, production, uncertainty, and safety margin before departure.
- Give propulsion, power, life support, navigation, thermal control, medical,
fabrication, food production, sensors, and hull systems condition that can
degrade, warn, fail, and recover. Repairs use crew skill, time, spares, or
valid fabrication; temporary repairs restore limited capability.
- Advance months or centuries through an analytical strategic clock rather
than faster render frames. The player can run normal time, choose a faster
rate, or advance to the next event or milestone; local exploration pauses
long-travel compression.
- Generate quiet travel and bounded state-driven events as well as contextual
uncertainty. Every event changes actual crew, resources, route, or ship state,
and unresolved problems can form an understandable failure chain. A prepared
Expedition normally has backups, warnings, repair, diversion, and rescue
opportunities before it can be lost.
- Record departures, arrivals, repairs, losses, discoveries, route changes,
resupply, rescue, outposts, and outcomes in a Captain's Log presentation
backed by the existing Journal and progression authority.

### Stage 4: stops, discoveries, and long-duration missions

- Let a route include known planets, moons, small bodies, bases, outposts, and
stable game-generated destinations. Reachability comes from distance, ship,
propulsion, supplies, and valid stops rather than an arbitrary player level.
- Make resource recovery use the existing planetary flight, geology, mining,
rover, Backpack, and cargo paths. A player may land and gather, deploy a
capable rover, trade with a stocked location, salvage a valid object, or
receive a trusted transfer; no menu may create supplies from nothing.
- Let sensors progress an unknown object from detection to a better supported
classification. Generated discoveries retain a stable identity, designation,
seed, and truth label across save, reload, departure, and return. Known
catalog objects are never presented as player-created discoveries.
- Support cryogenic missions with reserve specialists who can be awakened when
needed. Treat human long-term suspension as speculative, with costs and
limitations rather than a cosmetic label.
- Support generation voyages with bounded population continuity, aging,
training, role succession, knowledge preservation, food, life support,
medical capability, and maintenance. This is not a politics, relationship,
or civilization simulator, and it will not store individual genetic data.
- Apply established Special Relativity to ships reaching meaningful fractions
of light speed, including acceleration, deceleration, external time, and
crew-experienced time. Explicitly fictional faster-than-light travel remains
available only under its honest game classification.

### Stage 5: shared Expeditions and persistent outposts

- Extend the current room and backend authority so one human with NPC crew or
multiple humans can share one ship, route, clock, crew, cargo, resource, and
system state. Clients do not independently award or consume shared supplies.
- Synchronize players walking through the same interior while leaving routine
NPC animation and effects local where they do not affect authority. Time
compression requires a clear host or consent decision and remains safe when
a player disconnects and rejoins.
- Allow a compatible player Expedition to answer a distress request only when
route and time make a rendezvous possible. Trusted transfers remove the exact
cargo from the assisting ship before adding it to the receiving ship, and
both Captain's Logs record the rescue.
- Let a suitable Expedition establish a bounded outpost at an existing
planetary destination using the existing World Editor and Blocks. Its crew,
habitat, power, food, water, life support, medical capacity, maintenance,
production, and storage determine what survives or becomes available later.
- Keep an outpost present for ordinary Free-Roam visits and future Expeditions.
It is a persistent resupply node, not a separate colony-management game or a
duplicate planetary world.

### Completion and release gates

Interstellar Expeditions are complete only when the following connected
journeys work from planning through persistence, not merely as menus or meters:

- unchanged Free-Roam flight, assisted travel, landing, planetary exploration,
geology, building, takeoff, and return with no Expedition requirements;
- one complete Expedition with a functional walkable ship, active crew,
consequential resources and systems, a repair, a discovery, arrival, local
exploration, and continuation;
- a real multi-stop resupply using existing planetary or rover gameplay;
- cryogenic crew replacement, a multigenerational voyage, and numerically
validated relativistic travel;
- shared human crew, disconnect and reconnect, coordinated strategic time, and
a resource-conserving multiplayer rescue;
- one persistent outpost that advances within its bounded model and is the same
place in Expedition and Free-Roam play;
- a recoverable and an unrecoverable multi-stage failure with a causal report;
- a stable generated discovery that survives save, reload, departure, and
return; and
- a full active-journey save and restore with the same Explorer, ship layout,
crew, ages, supplies, systems, route, time, cargo, discoveries, log, and
outposts.

A deterministic non-rendering simulation will exercise representative short,
interplanetary, nearby-star, cryogenic, generation, relativistic, fictional,
multi-stop, rescue, and outpost journeys across long simulated durations. It
will test conservation and deliberately reproduce failure chains rather than
only successful missions. Actual desktop and mobile gameplay review will still
verify planning, ship interiors, crew activity, cruise, emergencies, arrival,
local exploration, visual quality, audio, accessibility, lifecycle cleanup,
and the unchanged ordinary Space experience.

The initial system stops at this complete loop. It does not add a technology
tree, politics, romance, factions, alien civilizations, diplomacy, banking, a
manufacturing empire, or a full city, colony, or interstellar-market simulator.
Galaxy-scale addressing does not claim that every destination is handcrafted
or reachable by every ship.

## Creation and community

- Extend the World Editor with terrain-safe voxel and material tools while
Expand Down