Remarkably, as of late, things are getting done in terms of development, and that's a radical change over the recent past. I actually am doing what I'd call a great merge at the moment. I've taken the Planetary generation algorithm from Planetbreakers and the solar system generation algorithm from Project Interstellar, and am in the process of combining them.
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Voila: I've now a whole lot of real-estate and nothing particularly useful being done with it. The main trouble being that I'm still having a tough time deciding on exactly what this game is.
- An online RPG, like a mud?
- An adventure game, like a roguelike?
- An empire building game, like a 4X game?
- A compellingly simulated environment, like dwarf fortress?
It's only natural that some of that pressure will escape. When I'm blogging here or browsing the Internet, this a case where I'm letting off steam when I should probably be directing that energy towards realizing my game. However, this can also happen even within the development process itself.
For example, yesterday I made the planets in the above screenshot on the left, formerly turfs, into objects. Then I taught those objects how to orbit their sun. This is a cute and easy cosmetic improvement, but wholly not what I need to be worried about doing. There'll be plenty of time to add little details when I have a playable framework of a game.