Drawing Board

This is the drawing board. I use this as a notepad, throwing scraps in here while they're too insubstantial to make a full node. You'll notice, looking down the list, that I didn't take care to keep this place neat. There are some remnants of my universe-brainstorming as well. Before I decided that everything functional within a ship would be called a 'component,' I spent a lot of time trying to determine what the difference was between a 'system' and a 'subsystem' and a 'component,' imagining that it'd be hierarchical. In the end, I realized that it was slowing me down and scrapped it. Also, if you'll look at the very bottom, there's my more dramatic introduction to the game. I'd planned a very long node which would essentially be the story of a player's first-time experience with this game. It would be peppered with links to nodes and would inspire new nodes as it progressed. It's tricky to describe. Have a read! Then, let's move on to the player page.

Next Up:

Universe Work:

  • The world of the NPCs
  • Map of the Galactic Arm
  • Some History

Commerce: Describe the role of credits and materials in the world. Also, business components which can be added to stations!


The entire Remnant universe is built upon the resources harvested from the fringes of several expansive and dangerous treasure-troves—asteroid belts, old planets, nebulae. The resources extracted from these sources are immediately in play, bound for commercial trade, for development, occasionally for theft. The gears of commerce have built the civilizations of the galactic arm in which the Remnant now exist and continue to rumble in the background. While Remnants may choose to become involved with NPC politics, with militaries or revolutionaries, on quests for ancient technologies or on personal vendettas, there is always a place for the player to intervene in the commerce of the galactic arm.


Rewrite Ship Modification to account for the physical presence of resources. (Cargo holds.)
Put thought into multiple ships. AI Relay componentcontrol by interfacing capability & range?—

Work on the Universe must begin soon!

  • System (Such things as power cores, engines, etc.)
    • Subsystem (Secondary systems, pared-down versions.)
      • Component (Enhance systems & subsystems.)
  • Power
    • Core
    • Passive
  • Engines
    • Motivators (Speed)
    • Adjusters (Agility)
  • Weapons
    • Ballistic
    • Electronic
    • Experimental
  • Factories
    • Munitions
    • Components
    • Commodities (Commerce)
  • Sensors
    • Long-Range
    • Combat
    • Laboratory
  • Drones
    • Manufacturing
    • Interface
    • Bays (Stowage)
  • Commerce
    • Compartments
    • Harvesters
  • Interstellar
    • Capacitor
    • Stabilizer
    • Slam Drive
    • Warp Drive

* Railguns
* Turrets
* Small
* Medium
* Large
* Crossfire Series 9
* C9-1
* C9-2
* C9-3
* Blymann Hammer
* BH-Corporate Model
* BH-Deadeye Model
* Fixed
* Large
* Huge
* Vulcans

Game Outline

Each will be divided into a book, each chapter beginning with links to each gameplay or universe-related node relevant to that chapter.

The Basics

Story Introduction
Character Customization
The Graveyard (Trapped in a husk)
Moving Around in the World
Your Body (Ship)
Basic Systems, Components
Using Tools, mention Weapons
Harvesting, mention Commerce
Your Drones
The Construction System
Attaching found components (weapon)
Building new components (drive)
Attack of the space rat! The combat system.
Looting (Harvesting materials of corpse.)
Exploration, sensors, etc. GUI stuff. (Find a few artillery slugs & gun.)
Blow open the shell (hull weak points, bring to bear)
The Graveyard, open-endedness, advanced sensing, etc.

The game begins with a somewhat indecipherable yet epic cutscene, a flashback to your last fading memories of the war. When it's over and the music stops, the lights fade and return, illuminating a shiny metallic sphere covered in nozzles and plugs. The GUI unfolds before you, showing you such options as 'stretch,' 'extrude,' 'rotate,' 'texture,' and 'paint.' This is the character customization screen. This ball is a Remnant, your player, and it's up to you to make it look exactly how you want it to. Note that there are three small fixed nozzles (engines) on the back that you can't move. Besides that, this sphere is a canvas. Make it a peanut covered in robotic eyes, a gaunt cylinder draped with tubes, or a sinister red M&M-shaped disc. Once your customization is complete, you can save and move on.

The next screen is a lobby, showing your friends' unique Remnants alongside yours. You are, after all, playing multiplayer. A photo of your remnant will always appear as an icon, an avatar representing your player in the game. (Very similar to EVE Online’s system. [http://www.eve-online.com/faq/faq_browser.asp]) After finalizing your character, you will see additional information including player attributes such as ‘Electronics Infrastructure,’ ‘Processing Power,’ ‘Logical Matrix’ and ‘Interfacing Capability.’ Each of these will have a number next to it representing your character’s skill in each area. At the start of the game, these skills will all be equal and unchangeable. Eager to get started, you proceed.

The engine loads and you find yourself looking at what appears to be a hunk of scrap floating in the center of a somewhat cramped cavern. A tutorial appears telling you how to manipulate the camera. The camera system is similar to Sins of a Solar Empire’s: The camera itself is ‘locked’ on an object, which it follows, yet traditional RTS panning and strategic zoom are easily handled. You realize that you can zoom out past the edge of the cavernous area, but cannot see anything except a featureless blackness. The tutorial explains that, like many RTS games, the player cannot see further than their character can.

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