Spaceship Simulation - Game Design Document (GDD) Version 1.1 - November 20, 2025

Document Information

  • Version: 1.1
  • Date: November 20, 2025
  • Project: Spaceship Simulation
  • Developer: Spaceship Adventures
  • Platform: PC (Windows 10/11)
  • Engine: Unreal Engine 5.6+
  • Last Updated: Added space station network and warp ship mechanics

Table of Contents

1. Game Overview

1.1 Executive Summary

Spaceship Simulation is a first-person space exploration experience that combines education with entertainment. Players explore a fully functional multi-deck spaceship while traveling through our solar system using accurate orbital mechanics. The solar system features space stations on every planet, functioning like airports where players can embark on different ships. Players can choose between regular ships (realistic speed and time) or warp-capable ships for faster travel. Unlike traditional space games focused on combat or resource management, this simulation emphasizes contemplation, exploration, and learning.

Core Philosophy: "The ship itself is the game."

1.2 Genre & Classification

  • Primary Genre: Simulation
  • Secondary Genre: Educational, Exploration, Sandbox
  • Classification: Single-player, First-person, Real-time

1.3 Unique Selling Points

  1. Space Station Network: Explore space stations on every planet, functioning like airports in space
  2. Ship Selection System: Choose between regular ships (real-time travel) or warp-capable ships (faster travel)
  3. Real-Time Orbital Mechanics: Travel between planets using accurate physics and realistic travel times
  4. Fully Explorable Ships: Multi-deck interior with every corridor, room, and station accessible
  5. Autonomous Systems: Life support, engines, and power systems operate independently, creating a living ship
  6. Educational Value: Learn real astronomy and physics concepts through interactive gameplay
  7. Contemplative Experience: Focus on wonder and exploration rather than action and conflict

1.4 Platform Requirements

  • Platform: PC (Windows 10/11)
  • Minimum Specs: TBD (Target: Medium-range gaming PC)
  • Recommended Specs: TBD (High-end gaming PC for optimal experience)
  • Storage: TBD (Estimated: 15-20 GB)

2. Core Concept

2.1 The Vision

Imagine arriving at a space station orbiting Earth. You walk through the terminal, checking departure boards showing ships heading to different planets. You can choose a regular ship for an authentic, real-time journey to Mars, or a warp-capable ship for faster travel. Once aboard, you explore the ship's interior, monitor systems on terminals, walk through engineering, visit the observation deck to watch the stars, and experience the reality (or accelerated reality) of space travel. Upon arrival at Mars Station, you disembark and can explore or board another ship to continue your journey. This is Spaceship Simulation.

2.2 Key Pillars

  1. Authenticity: Real orbital mechanics, accurate planetary positions, realistic systems
  2. Exploration: Every part of the ship is explorable and serves a purpose
  3. Education: Players learn through doing, not through tutorials or text dumps
  4. Contemplation: Slow-paced, thoughtful experience that emphasizes the wonder of space
  5. Systems: Complex, interconnected systems that operate autonomously

2.3 What This Game Is NOT

  • Not a combat game
  • Not a survival game
  • Not a resource management game
  • Not a puzzle game (though puzzles may emerge from systems)
  • Not a narrative-driven story game

2.4 Core Loop

  1. Arrive at a space station orbiting a planet
  2. Select a ship and destination (regular or warp-capable)
  3. Embark on the chosen spaceship
  4. Explore the ship interior during travel
  5. Interact with terminals and ship systems
  6. Observe the solar system and travel progress
  7. Learn about space, physics, and spacecraft systems
  8. Experience the wonder of space travel
  9. Arrive at destination space station and continue journey

3. Gameplay Mechanics

3.1 Player Movement

First-Person Exploration:

  • Standard WASD movement with mouse look
  • Realistic movement speeds (slower than typical FPS games)
  • Smooth camera with minimal head bob
  • No sprinting or jumping (realistic for spacecraft environment)
  • Interaction with doors, elevators, and terminals

3.2 Interaction System

Interaction Types (On Ships):

  • Terminals: View ship systems, navigation data, scientific information
  • Doors: Manual override, observe automatic operation
  • Elevators: Call elevators, select destination deck
  • Observation Windows: View space, planets, stars
  • Control Panels: Monitor systems, adjust settings (limited player control)
  • Warp Pods (Regular Ships Only): Enter special pods to warp directly to Earth station

Interaction Types (On Space Stations):

  • Departure Terminals: View available ships, select destination, choose ship type (regular/warp), embark on ship
  • Information Kiosks: Station information, planet data, local time, services, amenities
  • Observation Decks: View planet and space environment from station
  • Station Services: Rest areas, amenities, information terminals
  • Boarding Gates: Access to ships, embarkation points

3.3 Ship Types & Travel Speed

Regular Ships (Real-Time Travel):

  • Authentic space travel using real orbital mechanics
  • Realistic travel times (Earth to Mars: ~7-9 months real-time)
  • Players experience actual journey duration with time acceleration options (2x, 10x, 100x)
  • Perfect for educational purposes and understanding real space travel
  • All ship systems operate in real-time
  • Warp Pods Available: Special pods on regular ships allow players to warp directly to Earth station if they wish to end their journey early or return quickly
  • Pods provide escape option for relaxation/scenery watching journeys without committing to full travel time

Warp-Capable Ships (Accelerated Travel):

  • Faster travel using warp drive technology
  • Reduced travel times (Earth to Mars: hours or days instead of months)
  • Still maintains orbital mechanics for departure and arrival
  • Allows players to experience multiple journeys in shorter gameplay sessions
  • Warp drive system adds visual effects and system monitoring

3.4 Space Station System

Station Network:

  • Every planet and major moon has a space station orbiting it
  • Stations function like airports with terminals, departure/arrival boards (train station-style), and boarding areas
  • Players can explore stations, view planet from observation decks, visit amenities
  • Each station has unique architecture reflecting its planet's characteristics
  • Stations serve as hubs for interplanetary travel

Departure & Arrival Boards:

  • Display Format: Large digital boards similar to train/airport departure boards
  • Departure Information: Shows next departing ships with destination, departure time, ship type (regular/warp), gate number, status
  • Arrival Information: Shows arriving ships with origin, arrival time, ship type, docking bay, status
  • Real-Time Updates: Boards update in real-time as ships arrive, depart, or have status changes
  • Status Indicators: On-time, delayed, boarding, departed, arriving, docking, etc.
  • Multiple Displays: Boards visible throughout the station for easy reference
  • Interactive Elements: Players can view detailed information by interacting with boards
  • Schedule Information: Shows upcoming departures and arrivals for the day

Station Facilities:

  • Departure Terminal: Central hub with departure/arrival boards (train station-style), information kiosks, services
  • Departure/Arrival Boards: Prominent train station-style displays showing next departures, arrivals, times, gates, and status
  • Ship Selection: Choose between regular and warp-capable ships based on schedule
  • Boarding Areas: Gate areas where players embark on ships (gates correspond to board listings)
  • Observation Decks: View the planet and space environment, watch ships arrive/depart
  • Services: Information terminals, amenities, rest areas
  • Transit Hub: Connection point for different ship routes

3.5 Navigation & Ship Selection

Embarkation Process:

  • Player arrives at space station and enters departure terminal
  • View departure/arrival boards showing available ships, destinations, departure times, ship types (regular/warp), gate numbers, and status
  • Monitor real-time updates on boards as ships arrive, board passengers, and depart
  • Select ship based on destination, travel speed preference, schedule, and availability
  • Navigate to designated gate number shown on the departure board
  • Board selected ship at the gate when boarding status appears
  • Ship departs automatically with player aboard (as shown on board)
  • Boards update to show ship as "Departed" after launch

Warp Pod System (Regular Ships Only):

  • Purpose: Allows players on slow ships to warp directly to Earth station
  • Use Case: For players who want to end their relaxation/scenery watching journey early
  • Location: Special pods located on regular ships (not available on warp ships)
  • Function: Players can enter pod and warp instantaneously to Earth station
  • Accessibility: Available throughout the journey on regular ships
  • Design: Provides escape option without committing to full real-time travel duration
  • Player Choice: Players can continue scenic journey or use pod to return quickly

Solar System Navigation:

  • Player can select destination planet or celestial body from departure terminal
  • System displays available ships (regular and warp) for selected destination
  • Ship automatically calculates trajectory using orbital mechanics
  • Real-time visualization of travel progress
  • Navigation computer shows ETA, distance, velocity, and ship type

Ship Availability & Scheduling:

  • Regular ships: Frequent departures, authentic travel experience, shown on departure boards with regular intervals
  • Warp ships: Scheduled departures (less frequent), faster travel, clearly marked on boards with warp symbol/indicator
  • Departure boards show next available ships for each destination
  • Players can see upcoming departures for the day and choose based on timing
  • Ship selection affects journey duration but not exploration experience
  • Players can choose based on time preference, schedule, and educational goals
  • If next departure is soon, players can wait and watch the board update
  • If next departure is later, players can explore the station while waiting

3.6 Ship Systems

Autonomous Operation:

  • Systems run automatically without player intervention
  • Player can monitor but not always control
  • Systems may occasionally require attention or maintenance

System Types:

  1. Life Support: Oxygen generation, CO2 scrubbing, temperature control
  2. Power Distribution: Electrical systems, battery management, solar panels
  3. Propulsion: Engines, fuel management, trajectory calculations
  4. Navigation: Positioning, course calculations, planetary data
  5. Communications: Earth contact, data transmission (limited for gameplay)

4. Technical Specifications

4.1 Engine & Tools

Unreal Engine 5.6+

  • Rendering: Lumen Global Illumination for realistic lighting
  • Geometry: Nanite Virtualized Geometry for detailed ship interiors
  • World Partition: Seamless ship interior without loading screens
  • Physics: Built-in physics system for orbital mechanics

4.2 Core Systems Architecture

Ship Master System:

  • Central manager for all ship systems
  • Coordinates between subsystems
  • Maintains global ship state

Orbital Mechanics System:

  • Real-time planet positioning using ephemeris data
  • Trajectory calculations
  • Distance and velocity calculations

4.3 Performance Targets

  • Frame Rate: 60 FPS on target hardware
  • Resolution: 1920x1080 minimum, 4K support
  • Loading: Minimal loading screens (World Partition system)
  • Optimization: LOD system for distant objects, efficient lighting

5. Art Style & Visual Design

5.1 Overall Aesthetic

Realistic Sci-Fi:

  • Grounded in real spacecraft design (ISS, SpaceX, NASA concepts)
  • Futuristic but believable technology
  • Clean, functional design language
  • Emphasis on realism over fantasy

5.2 Ship Interior Design

Multi-Deck Layout:

  • Bridge/Command Deck: Navigation, communication, primary controls
  • Engineering: Life support, power systems, propulsion
  • Crew Quarters: Living spaces, personal areas
  • Observation Deck: Large windows for space viewing
  • Storage/Cargo: Equipment storage, supplies
  • Corridors: Functional passages connecting decks

6. Audio Design

6.1 Ambient Audio

Ship Interior:

  • Subtle machinery sounds (life support, ventilation)
  • Footstep sounds (realistic for ship surfaces)
  • Door mechanisms
  • Terminal beeps and feedback sounds

6.2 Sound Effects

  • Terminal button presses
  • Door opening/closing
  • Elevator operation
  • System status changes (alerts, confirmations)

6.3 Music

Approach:

  • Ambient, atmospheric music (not orchestral epic)
  • Minimal and unobtrusive
  • Enhances contemplative mood
  • Optional to disable for pure ambient experience

Style: Electronic ambient, atmospheric soundscapes

7. User Interface

7.1 HUD Design

Minimalist Approach:

  • No health bar (player doesn't die)
  • No ammo counter (no combat)
  • Only essential information:
    • Current time/date (ship time)
    • Current location/destination
    • Interaction prompts (when relevant)
    • Optional: Compass/navigation indicator

7.2 Terminal Interfaces

Terminal Types:

  1. Station Departure/Arrival Boards: Large train station-style displays showing:
    • Departures: Destination, departure time, ship type (regular/warp), gate number, status (on-time, boarding, delayed, departed)
    • Arrivals: Origin, arrival time, ship type, docking bay, status (on-time, arriving, docking, delayed)
    • Real-time updates and schedule information
    • Interactive elements for detailed ship information
  2. Station Departure Terminal: Interactive terminal for detailed ship information, booking, and embarkation
  3. Station Information Terminal: Station information, planet data, local time, station services, amenities
  4. Ship Navigation Terminal: Current position, destination selection, travel progress, planetary information
  5. Ship System Monitor Terminal: Life support status, power distribution, engine status, warp drive status (if applicable), system health indicators
  6. Warp Pod Interface (Regular Ships Only): Pod activation, Earth station destination selection, pod status, activation confirmation
  7. Scientific Terminal: Orbital mechanics information, planetary data, space phenomena observations, educational content

8. Level Design

8.1 Ship Layout

Deck Structure:

  • Deck 1 (Bridge): Command center, navigation, communication
  • Deck 2 (Engineering): Life support, power, propulsion
  • Deck 3 (Crew Quarters): Living spaces, galley, recreation
  • Deck 4 (Observation): Large viewing windows, scientific stations
  • Deck 5 (Storage): Cargo, equipment, maintenance
  • Warp Pod Bay (Regular Ships Only): Special pods for warping to Earth station

8.2 Key Areas

  • The Bridge: Primary navigation controls, large external viewing windows, communication station, ship status overview
  • Engineering: Life support monitoring and control, power distribution panels, engine monitoring, warp drive systems (if applicable), system diagnostics
  • Observation Deck: Largest windows in ship, telescopic viewing equipment, seating for contemplation, scientific instruments
  • Warp Pod Bay (Regular Ships Only): Special area containing warp pods that allow players to instantly warp to Earth station, providing escape option during long scenic journeys

8.3 Space Station Layout

Station Structure:

  • Main Terminal: Central hub with large departure/arrival boards (train station-style), information kiosks, services
  • Departure/Arrival Boards: Prominent displays throughout the terminal showing:
    • Next departures with destination, time, ship type, gate, status
    • Next arrivals with origin, time, ship type, docking bay, status
    • Real-time updates as ships arrive and depart
    • Located in high-visibility areas for easy reference
  • Departure Gates: Boarding areas for different ships and destinations, numbered to match board listings
  • Observation Decks: Large windows overlooking the planet and space, watching ships arrive/depart
  • Service Areas: Rest areas, amenities, information terminals
  • Docking Bays: Areas where ships dock and passengers embark/disembark
  • Warp Pod Bay (Earth Station Only): Special area where players arrive from warp pods on regular ships, dedicated arrival area for pod travel
  • Station Operations: Control center, maintenance areas, station systems

Station Features:

  • Each station reflects the characteristics of its planet (architecture, materials, design)
  • Unique layouts based on traffic volume and station purpose
  • Multiple gates for different destinations and ship types
  • Departure/arrival boards positioned for easy visibility from anywhere in terminal
  • Clear wayfinding with signage, gate numbers matching board listings, and color coding
  • Transit areas connecting different sections of the station
  • Players can observe boards updating in real-time as they wait for their ship
  • Earth Station has special warp pod bay for players arriving from pods on regular ships

9. Systems Design

9.1 Life Support System

Components: Oxygen generation and recycling, CO2 scrubbing, temperature control, humidity management, waste processing

Operation: Fully autonomous, player can monitor status, system may occasionally need attention, visual and audio feedback for status

9.2 Power Distribution System

Components: Solar panels (when near sun), battery storage, power distribution network, system prioritization, load management

Operation: Automatic power routing, priority-based allocation, battery charge management, visual indicators for power flow

9.3 Propulsion System

Components: Main engines, reaction control systems, fuel management, trajectory calculations

Operation: Automatic course adjustments, fuel consumption tracking, engine status monitoring, trajectory visualization

9.4 Navigation System

Components: Position tracking, orbital mechanics calculations, destination selection, course plotting, planetary ephemeris data

Operation: Real-time position updates, accurate planetary positions, travel time calculations, route optimization

9.5 Warp Drive System

Components (Warp Ships Only):

  • Warp core reactor and containment systems
  • Warp field generators and field shaping coils
  • Navigation and warp path calculation computers
  • Energy distribution and power management systems
  • Warp field monitoring and safety systems

Operation:

  • Warp drive can be engaged after departure from station
  • Initial travel uses normal propulsion until clear of planetary gravity well
  • Warp field generation creates visual effects and altered space-time
  • Warp travel reduces journey time while maintaining orbital mechanics principles
  • Warp disengagement occurs before arrival at destination
  • Players can monitor warp drive systems and field stability

Educational Value:

  • Demonstrates theoretical concepts of faster-than-light travel
  • Shows contrast between realistic and accelerated travel
  • Provides comparison of travel times and methods
  • Maintains educational context while enabling gameplay convenience

9.6 Warp Pod System

Components (Regular Ships Only):

  • Special warp pods located in dedicated pod bay
  • Pod activation controls and destination selection (Earth station only)
  • Warp field generators for instantaneous travel
  • Safety systems and pod monitoring
  • Earth station arrival coordination systems

Operation:

  • Pods available on regular ships throughout the journey
  • Players can enter pod at any time during travel
  • Pod interface allows selection of Earth station as destination
  • Activation triggers instantaneous warp to Earth station
  • Player arrives at Earth station pod bay upon completion
  • Journey on original ship continues without player

Purpose & Design:

  • Provides escape option for players who started scenic journey but want to end early
  • Allows players to experience relaxation/scenery without committing to full travel time
  • Gives players flexibility to change their mind during long journeys
  • Regular ships offer both full journey experience and quick return option
  • Warp ships don't have pods (already fast, no need for escape option)

Player Experience:

  • Players can relax and watch scenery on regular ships
  • If they decide to return early, pods provide quick exit
  • No commitment required - players can enjoy journey at their own pace
  • Pods serve as "safety net" for players trying long real-time journeys

Location on Ship:

  • Pods located in dedicated Warp Pod Bay area
  • Accessible from main corridors via clear signage
  • Multiple pods available for multiple players (if multiplayer)
  • Clear visual design distinguishing pods from other ship areas

9.7 Station Management System

Components:

  • Ship scheduling and route management
  • Departure/arrival board information system (train station-style displays)
  • Real-time board updates and status tracking
  • Gate assignment and boarding coordination
  • Station life support and environmental systems
  • Docking and undocking procedures
  • Status monitoring (on-time, delayed, boarding, departed, arriving, docking)

Operation:

  • Stations maintain schedule of arriving and departing ships
  • Departure/arrival boards update automatically as ships arrive, board, and depart
  • Regular ships operate on continuous schedule, shown on boards with regular intervals
  • Warp ships operate on scheduled departures, clearly marked on boards
  • Boards display next departures/arrivals with all relevant information (destination, time, ship type, gate/bay, status)
  • Status updates automatically (boarding, on-time, delayed, departed, arriving, etc.)
  • Players can view schedules on boards and choose ships based on timing
  • All station systems operate autonomously, boards reflect real-time system status
  • Gate assignments sync with board information, making navigation intuitive

Board Display Information:

  • Departures: Destination planet, departure time, ship name/ID, ship type (regular/warp), gate number, status
  • Arrivals: Origin planet, arrival time, ship name/ID, ship type, docking bay, status
  • Status Indicators: On-time (✓), Boarding, Delayed, Departed, Arriving, Docking, Cancelled
  • Schedule View: Shows upcoming departures/arrivals for current day
  • Filtering: Can filter by destination, ship type, or time range

10. Educational Objectives

10.1 Core Learning Outcomes

Orbital Mechanics: Understanding how objects move in space, Hohmann transfer orbits, orbital periods and velocities, gravity and its effects

Planetary Science: Real distances between planets, planetary characteristics, travel times and trajectories, solar system structure

Spacecraft Systems: Life support operation, power systems in space, propulsion and navigation, closed-loop resource management

Astronomy: Star field recognition, planetary observation, scale and distance in space, space phenomena

10.2 Educational Approach

Discovery-Based Learning: No explicit tutorials, players learn by exploring, information available when needed, real data and concepts

Interactive Learning: Hands-on interaction with systems, real-time observation of phenomena, comparative learning, cause and effect relationships

11. Development Timeline

11.1 Phase 1: Foundation (Weeks 1-2)

Deliverables: Project setup and configuration, basic character controller, interaction system framework, door system implementation, simple test ship interior

Goals: Establish core architecture, prove concept with basic functionality, set up development pipeline

11.2 Phase 2: Ship Interior (Weeks 3-4)

Deliverables: Complete ship deck layouts, elevator system implementation, all major ship areas constructed, basic terminal systems

Goals: Fully explorable ship interior, functional multi-deck system, believable ship layout

11.3 Phase 3: Solar System & Stations (Weeks 5-6)

Deliverables: Orbital mechanics system, planet positioning system, space station placement on all planets, station layouts and interiors, navigation computer implementation, external view system

Goals: Accurate solar system representation, functional navigation, real-time planet positioning, complete station network

11.4 Phase 4: Ship Systems & Warp Drive (Weeks 7-8)

Deliverables: Life support system, power distribution system, propulsion system, warp drive system for warp-capable ships, ship selection and embarkation system, system monitoring terminals

Goals: Fully functional autonomous systems, educational system demonstrations, believable ship operations, ship type differentiation

11.5 Phase 5: Polish (Weeks 9-10)

Deliverables: Audio implementation, visual effects polish, UI/UX refinement, performance optimization, educational content integration, testing and bug fixes

Goals: Polished, complete experience, performance targets met, educational objectives achieved, ready for release

12. Target Audience

12.1 Primary Audiences

  • Gamers: Space simulation enthusiasts, fans of contemplative exploration-based games, players seeking unique experiences
  • Educators: Science teachers (astronomy, physics), educational institutions, museums and planetariums, homeschooling parents
  • Space Enthusiasts: Astronomy hobbyists, space exploration fans, students of space science, general space-interested public
  • Developers: Game developers learning Unreal Engine 5, Blueprint scripting learners, simulation design enthusiasts

12.2 Player Personas

  • "The Explorer": Wants to explore every corner, enjoys discovering details, patient and methodical
  • "The Learner": Wants to understand space science, engages with educational content, appreciates accurate information
  • "The Contemplator": Enjoys slow, thoughtful experiences, values immersion and atmosphere
  • "The Systems Enthusiast": Fascinated by ship systems, wants to understand how things work

13. Monetization & Distribution

13.1 Distribution Model

Platforms: Primary: Steam (PC/Windows), Secondary: Epic Games Store (consideration)

Release Model: Single purchase, no microtransactions, no DLC planned (but possible), fair pricing for indie game

13.2 Pricing Strategy

Target Price Range: $19.99 - $29.99 USD, educational discounts possible, sales during educational events

14. Risk Assessment

14.1 Technical Risks

  • Performance issues: Use World Partition, optimize early, test regularly
  • Orbital mechanics complexity: Simplify where needed, balance accuracy with performance
  • Scale management: Multi-coordinate system, careful implementation

14.2 Design Risks

  • Too slow/boring: Time acceleration, optional objectives, clear value proposition
  • Too complex: Layered information, optional deep dives, clear UI

15. Success Metrics

15.1 Development Metrics

  • On-time delivery of milestones
  • Performance targets met
  • Educational objectives achieved
  • Bug count below threshold

15.2 Player Metrics

  • Player engagement time
  • Exploration completion
  • Educational content interaction
  • Player satisfaction

16. Future Considerations

16.1 Potential Expansions

  • Additional destinations (asteroids, moons, outer planets)
  • More detailed ship systems
  • Expanded educational content
  • Multiple ship designs
  • Historical missions (recreate real missions)

16.2 Community Features

  • Steam Workshop support (custom content)
  • Community ship designs
  • Educational resource sharing

16.3 Platform Expansion

  • VR support (high potential)
  • Mac/Linux ports (if feasible)
  • Educational versions (simplified for schools)

17. Conclusion

Spaceship Simulation represents a unique approach to both gaming and education. By combining authentic space science with thoughtful game design, we're creating an experience that goes beyond entertainment to provide genuine learning and wonder.

The success of this project depends on:

  1. Technical execution: Solid systems, good performance, polished experience
  2. Educational value: Accurate information, effective teaching, engagement
  3. Design philosophy: Staying true to contemplative, exploration-focused vision
  4. Community engagement: Building audience through transparency and quality

"The ship itself is the game. The journey is the experience. The learning is the reward."