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Game Systems
dragonryan06 edited this page Jul 25, 2024
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- The chemistry system is comprised of
Reagents andSolutions, the latter being a mixture of multiple of the former. Objects of these types are created from the prototypes stored in thechemistryfolder undergamedata, and represent the physical composition of objects. Eventually, these chemicals will react with one another, and the player will be able to use this to their advantage. Perhaps the player could supply oxygen to a space station by electrolyzing ice mined from an asteroid belt, or refine metals from their oxidized ores! - The space system covers the generation and simulation of procedural solar systems, as of now including only main-sequence stars and terrestrial (rocky) planets. Eventually, I would love to include more types of stars, gas giants, asteroid belts, moons, and even rare anomalies like black holes and pulsars. The main thing holding this back is that it would delay gameplay even longer. Similarly to the chemistry system, these objects follow pre-defined prototypes in the
gamedatafolder. - The text system is not fully implemented or designed, but it is present. The purpose of the text system is to generate flavortext and other descriptive text elements for game objects that don't resemble a list of raw values. It consists of a simple algorithm splicing sentences and following prototypes to construct paragraphs of descriptive text. It does not, and will not ever use generative "AI".
- Ships & Stations - complex and dynamically destructible starships and stations for piloting, profiting, and pillaging
- Actors - (probably all human) characters who will serve as crew, passengers, citizens, and soldiers of the starscape
- Diplomacy - a kind of simplified 4x war-peace-vassalize system to create some drama
- Politics - galactic powers can be torn apart by internal battles and civil war/terrorism
- Economy - inspire innovation with a dystopian, corporation-ruled future