Tag: game design
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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…
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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.…
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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…
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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…
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