Posted By BOwen on April 20, 2012
Apart from feeling like my head is going to explode if I cram any more information into it I suppose all is well. Several distractions are out of my way and I can spend more time working and less time, well, being distracted.
What I’m working on right now is the universe generation GUI and scripts. The game will support the 7 major star classes, O, B, A, F, G, K, M as well as user defined custom “rare” classes. Of course, the 7 major classes will also be customizable. I’m a firm believer in moddable games and am striving to make mine as configurable and flexible as possibe right from the beginning.
I’m planning on using XML for as much as possible including being able to define anything within the game that doesn’t require custom scripting. Naturally this includes being able to define new star types like brown dwarves, Wolf-Rayet or anything else players want to add, fictional or otherwise. At this time, any custom stars need to be defined prior to universe creation.
Another feature of universe generation is the random aging of stars for some interesting phenomion. Rather than simply saying ‘ok I want x % chance of a black hole’ in order to spawn a black hole somewhere, the game will take a look at the largest stars capable of becoming a black hole. Then if that star is old enough it will become a black hole in the game. This isn’t just limited to black holes. Young stars, planetary nebula, super nova etc will all be randomly determined by the star’s initial size and age. I have a good lead on how to generate three dimensional nebula which I’m looking forward to exploring so hopefully I’ll be able to put in a variety of nebula as well.
I’ve been thinking about randomly generated planets and have come to the conclusion that the best course of action for me is to use one simple algorithm but to have those routines available for modders. I’d rather spend months working on the gameplay than perfecting random terrain generation. I’ll go more into planets another time.