Developer Log – Building my own galaxy

All week – during my snow days! – I have been working on procedurally generating the galaxy for Space Warfare – Infinite. I have been researching a lot on the old Elite as well as my Traveler RPG core rule book to help inspire me through it. I’m also using some complicated math to generate the galaxy shape. Essentially the galaxy generates and determines what sort of stars are Red, White, Yellow or Blue as well as their sizes. Then it determines how many planets they have. When you investigate an individual star system, the game runs some code to figure out what planets are their and what their characteristics are.


Here I’ve got the stars being generate and each star is a star system with a number of generated planets. The big grid sphere is my work on picking areas for various factions to control so in the one pick there is a blue faction and a yellow faction. The control spreads just out of the sphere to directly linked systems. The control zone is within a certain radius of the home star. Faction areas will name their systems with their own naming conventions – either different influences for human factions or alien languages for those factions. Also from here I can catalog the resources from each planet and determine the strength of the factions to give them bases and fleets etc. Taking over a new system would mean adding to that strength later in the game. 

screen_54.12553On the top left you can see my simple read out of planet info for the selected star. It’s not super formatted for the players yet. I just wanted to get the info out so I could see what was happening. screen_67.16019

I still have to work on nebula regions and adding more detail to the star systems like asteroid fields and things. Once those are in, the galaxy generator will be hooked up to the actual game engine and generate the star system the player is in on the fly. Then players will be able to FTL jump to other systems as well. Below is a shot of the Galaxy map projected on the UI so the player can pick a place to jump to.


Ghost Maze – A game about ghosts in mazes

For the month of October I have been working on a way to randomly generate a world that is interconnected in a way that I can drop the functionality into my Space Wars game to manage jump gates between Star Systems. The result has been this maze game. Some of the behind the scenes stuff isn’t really used by the maze game and the wall building stuff probably won’t be used in Space Wars but its still coming along pretty well. Here is a video of the gameplay so far…

At some point you could see the maze generation. I used Conway’s Game of Life to generate the structure. Then I had to test which squares need walls. I am also using the Respawn system to drop in Ghosts and objects to help you navigate the maze. The exit portal ends up also being spawned randomly. Here is a pic of early maze generation —

Screen Shot 2014-10-15 at 6.37.17 PM


Originally, I was building 100×100 mazes, but with the game in action 50×50 currently runs best. Also it seems pretty impossible even in the smaller size. I built a pseudo occlusion culling system as well which disables renderers for rooms that aren’t super close. It definitely helped speed the game up.