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Star System Types and Events

Mxflare edited this page Mar 10, 2022 · 1 revision

1-4 are considered events which change overtime. The space worm is a set star system.

Type 1: Red/Heat Nebula

Summary

A star system where, upon entry, the player will find the area's background and overlay with a red and orange tint to it. When the player enters a red nebula star system, every 50 seconds a solar wave would begin to warm up. This would be indicated by the screen's red tint overlay getting progressively more prominent over the span of 10 seconds before the solar flare would briefly ignite the star system dealing significant heat damage to every ship in the area. This could be avoided using the Disperse or Cold Voidsongs with proper timing.

AOE for Star System

The whole star system whenever the solar flare activated

AOE for Galaxy

A red nebula would typically cover 4-7 star systems per appearance, as shown through a large red amorphous fog being present underneath star system markers

Assets

Overlay effect for the star system heating up, overlay effect for the solar flare occurring, a few different nebula cloud models for galaxy map overlays, and a background sun with constant spiraling streaks streaming off of it in relation to how much it's heating up (with the streams getting more intense to indicate a full solar flare coming and then the steams flying off completely when the solar flare does arrive).

Type 2: Blue/Cold Nebula

Summary

A star system where, upon entry, the player will find the area's background and overlay with a blue and purple tint to it. When the player enters a blue nebula star system, every ~5 seconds a comet will fly past. The comets would fly fairly fast while still being just slow enough for the player to see it and move out of its way. If a comet were to impact the player, their ship will freeze up the area impacted and deal collision damage. If enough comets were to hit the player with them still being alive, their ship would likely be frozen over to the point of all its functions being unavailable. This could also happen to enemy ships being hit by comets.

AOE for Star System

A given linear length and width across the star system area within a comet's travel route for each comet that goes off at a time

AOE for Galaxy

A blue nebula would typically cover 5-8 star systems per appearance, as shown through a large blue amorphous fog being present underneath star system markers

Assets

Overlay effect for the star system's cold-colored hues, a few different nebula cloud models for galaxy map overlays, a couple of different comet models that can interact with ships, a particle effect for the comets of them lightly dissolving as they fly by (not dissolving much though since the dissolve wouldn't be through heat, just through it naturally losing mass in small pieces that fall off), background comets flying along, and planets with brief steaks of light circling them to indicate 'shooting star' comets in their atmospheres.

Type 3: Black/Dark Nebula

Summary

A star system where, upon entry, the player will find the area to have incredibly dim lighting that's very hard to see through apart from a small circular radius extending from the ship. When ship lasers or cannon shots are fired, they would light up the area from how far and wide they shoot out for. If the player can equip special light parts onto their ship, then the radius of their sight range would increase immensely. Other ships may or may not also have these light parts, but if they/you are obscured enough while you can still see them, then their AI probably won't register you in the area allowing for a sneak attack. However, this can also go the other way around with enemies gaining the drop on you.

AOE for Star System

The whole star system while you're in it

AOE for Galaxy

A black nebula would typically cover 5-7 star systems per appearance, as shown through a large black amorphous fog being present underneath star system markers

Assets

Dark background with subtle faded suns and stars almost piercing through the darkness in the background, a few different nebula cloud models for galaxy map overlays light radius effects for ships naturally, individual light radii for light parts, individual light radii for weapon activation, and light part models.

Type 4: Asteroid Field

Summary

A star system where, upon entry, the player will find a large amount of asteroids covering the area of various shapes and sizes. These asteroids would almost barely move, however they could still be interacted with, as ships can shoot or collide with them. Shooting an asteroid enough times would allow it to break down into multiple meteoroids that could also be shot and collided with (colliding with one would deal virtually no damage at normal or slow speeds but could deal low damage when hitting them at high speeds. Breaking down a meteoroid would just break it down into harmless pixels that could be touched but would have no effect other than moving the tiny pieces around. This all applies to enemy ships as well. This can be nice to avoid enemy fire, but it can also go the other way around making enemies harder to hit, and the collision damage means you can't go too fast in asteroid fields for fear of crashing into asteroids. Normal star systems also have asteroids, though they would be far less frequent with around 1-3 in a given star system, whereas in asteroid field star systems there would be a far greater number of them.

AOE for Star System

The asteroid mass would cover ~25% of the star system's total space

AOE for Galaxy

An asteroid field would typically cover 4-8 star systems per appearance, as shown through a series of brown and gray speckles being present underneath star system markers in a large blotch or torus

Assets

A few different asteroid models for the player to interact with, background art of asteroids sprinkling the star system, and a couple of asteroid field and torus art pieces for galaxy map overlays.

Type 5: Space Worm

Summary

A star system where, upon entry, the player will find a very large asteroid near the center of the star system with plenty of holes in it. If the player gets close enough, then a long and girthy space worm would emerge opening up its mouth when close enough to the player in an attempt to bite and eat their ship. On the asteroid, there would be holes on the side of the asteroid where the worm would actually emerge from. This would play into how if the player ship were to get far enough from the worm's range while it was emerged from one hole, it would pull its body back into the asteroid before shooting out of another hole a few seconds later that would put it in range to attack the player ship. This means that the worm's AI would have some level of prediction over where around the asteroid the player will be at during a given time, but not enough knowledge to make it completely omnipotent over its location. There would also be a cue as to which hole the worm would next emerge from, with a brief huff of breath coming out of the hole beforehand, allowing for some telegraph to utilize. The worm would primarily seek out the player ship, though it would also attack and eat other ships in the area if they are an easier target in a given moment over the player, since the worm would change its hole location only to follow the player so it eating other ships would be if there's an easier snack in that range. Getting close enough to the asteroid's surface in-between the holes would allow for some temporary safety from the worm, as it wouldn't be flexible enough to reach all the way to the asteroid's surface from its hole. This means the worm would try to reach the player, but would then go back into its hole and wait (unless there are other ships within its hole range, which in that case it will attack those ships until its range is clear of ships before it will return to said hole to wait). It would stay in its hole until the player ship were to enter a hole range again triggering it to shoot out and attack. The worm would be invincible, however dealing a given amount of damage to it would result in it retreating into the asteroid again, and it would stay there for a good period of time (~40 seconds) before emerging again later to attack the player.

AOE for Star System

A space worm's asteroid takes up ~40% of a star system's space

AOE for Galaxy

A space worm would typically cover 1 star system per appearance, but this wouldn't be visible from the galaxy map prior to its encounter

Assets

A series of space worm pixel model parts that would all flow together to look and work like one being, an asteroid model, a particle effect for the worm blowing breath from its hole, a sound effect for the worm blowing breath, and a sound effect (or a couple of sound effects) for the worm attacking.

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