Build 1 Summary
Build 1 marks the first playable management prototype checkpoint for Starship Captain. The game now has the core shape of a ship-command management loop.
Core Loop
- Manage crew.
- Assign crew to rooms.
- Rooms produce or support ship systems.
- Missions consume fuel and reward credits.
- Stations offer contracts, fuel, food, and recruitable crew.
- Switch between ship view and map view.
Current Playable Systems
Ship and Map
Ship view with imported prototype ship art, plus map view with station, asteroid, and planet targets.
Crew Management
Crew roles, XP, levels, individual skills, and room assignment by selecting crew and clicking rooms.
Rooms
Bridge, Engineering, Cargo, Crew Quarters, Weapons, Storage, Captain Cabin, Marine Barracks, Galley, Life Support, and Corridors.
Resources
Food, oxygen, fuel, credits, and power support mission pressure and future ship systems.
Stations
Station services include fuel, food, a recruit board with different crew offers, and a mission board with contracts.
Layout Editing
F2 room layout edit mode supports movable/resizable room overlays and custom corridors.
Design Direction Locked In
Credits come from missions, trade, salvage, mining, and events rather than passive room generation. Food is a stored supply bought, traded, looted, or later produced by special systems. The Galley manages food use and morale rather than creating food from nothing.
Engineering handles power and future repair actions. Power should matter for missions and future combat. Crew skills should matter more than simple crew count. The Captain tab will later hold captain portrait, identity, background, and command bonuses.
Next Stage
- Make resources affect gameplay more clearly.
- Add hull condition and Engineering repair actions.
- Clean the crew details UI.
- Expand mission and event variety.
- Add room upgrade, storage expansion, and cargo logic.