Tag: dev blog
-
Where’s the Fun?
When Galliventurer was first conceived in the bowels of my brain it was during a particularly good session of playing No Man’s Sky. I had just traversed several different planets finding old ruins and exploring as I went. The exhilaration I felt zipping around in space and then landing to explore – it was this…
Written by
-
Embracing the Procedural
It’s been a hot minute since I’ve had a chance to update regarding Galliventurer. After playing around a fair bit with backends and trying a number of different nosql databases, one of which has been running pretty solidly with the existing discovered universe of a few hundred (470+ presently) stars and their 24k+ satellite bodies.…
Written by
-
Introductory Scene – The Lore of Galliventurer
* muttering accompanied by beeps/electric signal noises * “Huh, how’d you get here? Just when I’d finally resigned myself to floating aimlessly through the endless void of spa- woah hold up, you’re old! Positively ancient, in point of fact, when are you from?! The early 21st century or something? I didn’t realize soul travel* was…
Written by
-
Lists on lists on lists
It’s alive!! Well the very infantile functional proof of concept for the idea that is the procedural generation for the universe of Galliventurer is alive. Above is the result of a single generation run at the time of writing (hopefully I remember to save a copy of that function and update the call as it…
Written by
-
Game Realism – Should it Matter?
Something I’ve been battling with recently when contemplating the procedural universe generation for Galliventurer. How realistic should the properties of celestial objects be? In the real world/universe, star’s are visible colours because of their size & temperature, which in turn is based on: their age, elemental composition, and the type of fusion happening within. But…
Written by
-
Random Generation That’s Not So Random
While I do want the Galliventurer universe to be procedurally & randomly generated, I don’t want it to be truly random. There needs to be a modicum of probability involved. Some weighting so that some things are rarer than others. After all we can have too many diamond covered planets or uranium based suns –…
Written by
-
Galliventurer – Dreaming of a Universe
n. Galliventurer – one who adventures whilst gallivanting. We have a name. A compound of the words gallivanter & adventurer it fits the game quite nicely. It will also be the name of the player’s ship (though, you may be able to have many ships throughout the game). Also trying something a little different for…
Written by
-
Documenting My Lack of Documentation
This is a public shaming. No quarter will be given, no merciful anonymity or private repo’s will suffice to hide my transgressions. I wrote a large complex recursive piece of functionality that was all but absent of documentation! At the time everything seemed so simple, so straight forward. I thought anyone on my team could…
Written by
-
Frontier Explorer
I’ve been thinking about, tinkering with and procrastinating over making a game for years. I have untold gigs worth of Unity projects clogging up, not only my desktop & laptop hard drives, but also our network storage drives! I sat down to do some serious thinking at the start of this decade and realised, the…
Written by