Working on a concept for a game. A cross between RimWorld and Dwarf Fortress (among other games), it should be a very open game experience both in terms of gameplay and player choice but also in terms of what type of game unfolds.
It should be possible to play the game as an unmanned probe, a single adventurer, a small crew of shipmates, or (in principle at least) an entire civilization, or any size in between. No framerate guarantees ;)
Some scenarios to enable (but not hardcode):
Run your own (Culture) GSV: a metropolis-sized ship colony that is fully self-sufficient but roams space for the social interactions. The ship is truly enormous, its occupied space measured in cubic kilometres. It is enclosed in a force envelope much larger than the physical hull, making the environment around the ship's hull habitable. The outside of the ship features naturalesque parkland lit by artificial sunlight. The ship is run by autonomous AI and has millions of inhabitants in addition to hosting many smaller ships.
Rogue trader: Run a small smuggling operation with a handful of crew on a ship that just barely holds together, financing the last repair with an advance on the returns from your next haul. If you find yourself in real trouble you can always hide out in cryosleep in deep space for a few decades or so until all is forgotten.
The wayward colony ship: Some hundreds of colonists are stranded on their colony ship after discovering that their target planet is unsuitable. This was a foreseen (but unpopular) contingency, so even though everyone is irretrievably awake from cryosleep the ship can keep them alive for now. Now they must either modify their ship for more sustainable habitation or find a different colonization target.
I'll start my own society! With hookers! And blackjack!: A small group breaks with their very highly advanced civilization due to some ideological schism. Settling on a small, barren moon, they intend to use FTL probes and remote mining equipment to gather and process the supplies they will need to terraform their new home and set up all the other necessities of life.
You will be assimilated: You are a von Neuman probe, but instead of making copies of yourself you make paperclips. The paperclips require quality control, and you have decided that opposable thumbs are critical to good paperclip QC. Thus you travel the galaxy, collecting paperclip- suitable ores and organisms with opposable thumbs, leaving a cosmic trail of exquisite paperclips in your wake.
Specific thoughts:
Each encounter (anything from scanning space debris to landing on a planet) causes the world generator to fill in more of the world. History is generated as needed and integrated with previously generated lore (your sources may not be honest or impartial though).
Ships should be buildable in 3d, with the option of having more than one level.
Gravity should be orientable whichever way by use of some item. Rotational gravity should also be possible.
Gravity generators might create interesting options for subsidiary fliers using anti-gravity to regulate their height.
It should be possible to create subsidiary craft using the exact same rules as the main ship, only limited in (initial) size by the construction facilities.
The ship generator will be absolutely key to the setting - events will be emergent from the interactions between actors in the world.
Power distribution will probably be an important mechanic. Consider possible grid management options.
It should be possible to scale components for predictable effects - research the ability to build smaller items that require less input but produce the same output. Similarly you could research bigger sizes that produce more for the same input.
Some resource behaviours:
Fuel - a resource is consumed in a process
Product - a resource is produced by a process
Status - a resource exists at this level
Some ship generation BNF:
# Definitions
Ship := Module+
Module := Propulsion
Communications
Power plant
Life support
Food
Sleep
AI core
Weapons
Control chair
# Relations ( Provider -> Provides; Dependent <- Needs )
Propulsion <- Power plant
<- Controls
Communications <- Power
Power plant -> Power
Air supply <- Power
Life support <- Air supply
Food <- Kitchen inside Life suport
<- Power
Sleep <- Bed inside Life support
AI core -> Controls
<- Power
Weapons <- Controls
Control chair -> Controls
<- Air supply
Cryocasket <- Bed
<- Power x2
# Example ship types
One-shot probe := Power plant, Communications
Unmanned scout := Power plant x3, Propulsion, Communications, AI core
Fighter := Power plant x7, Propulsion x3, Weapons x2,
Control chair, Air supply
Unarmed singleship := Power plant x5, Propulsion x2, Control chair, Air supply,
Communications, Life support x3, Sleep, Food
Cryogenic passenger liner := Power plant x210, Propulsion x16, Communications,
AI core, Cryocasket x96 (Life support, Sleep, Power x2)