By Adam Smith on July 8th, 2013 at 4:00 pm.
Like rumbling, fume-farting modes of public transport, space station catastrophe simulators keep a man waiting for ages and then two arrive at the same time. I’ve never actually met anyone who admires Space Station 13’s tile-based terrorism and farce quite as much as I do, but I was pleased to hear that Dean Hall is a devotee. That makes sense. There’s a clear throughline from the emergent antics of SS 13’s improvised chaos to Day Z’s tension and distrust. Both games provide players with a tools and systems that allow for interactions both kind and cruel, and often lead to unexpected outcomes. They’re also both in the process of being remade – Day Z as a standalone, SS 13 in a new engine, with an improved interface.
Here’s a feature list:
Our objective is to implement all of the features and improvements listed below:
Atmospheric gas system
Totally overhauled interface and GUI
Fully destructible station
Realistic organ based health simulation
Individual job based player objectives
Robust combat system (2.0)
Jobs: AI / Captain / Head of Personnel / Security / Geneticist / Engineer / Atmospheric Technician / Medical / Chemist / Toxin Scientist / Roboticist / Janitor / Assistant /(Other jobs pending confirmation)
Game Modes: Traitor / Nuclear / Revolution / Malfunction / Science & Industry
All of that is on top of the original game’s enormous bag of tricks, which involve more sticky ends than [snip].