Voxels, Ships and Doorways

Its been too long since I last made a post!

Basically, I’ve been building on what I showed previously without any real planning or designing, except for a few random drawings of UI layouts.

I’ve decided to roll with a mixture of an RTS, sandbox, survival game with bits of FTL, supreme commander and many (many!) things I’ve always wanted to try but never had the chance to do so before.

The basic idea of the game is that you start with a single spaceship, which is randomly generated (like 90% of the content in the game), with its own small crew. Some things on the ship might be damaged, or maybe not, that is up to the game on what it randomly gives you.


Solar System Generation

Working solar system generation – Planets & moons orbit too!

You’re given a whole, randomly generated galaxy to explore, full of ships and stations that belong to randomly generated factions, each with their own crews and systems. This is where the RTS part comes in. You’ll also be able to build up your own fleet, faction or empire, with the ability to own multiple ships, stations and crews. This is something I’ll probably get down on paper soon because it needs to be done right. I want it to be easy for the players (hopefully you!) to switch between several ships/stations/crew, which might span across several battles in many different systems, so it isn’t something that can be hammered out in a day.



Doorway generation test aboard a ship.

For anyone who has already been following my progress on twitter, you’ll most likely already know everything will be damageable, partly thanks to the underlying marching cubes-based voxel system. But for those who are thinking “what the heck?”, it basically means you’ll be able to blast holes in ships and probably watch their crew run around trying not to suffocate while in the middle of a random space war.

Voxel damage system.

A previous voxel damage system test.

There is so much more to write about but until I’m more certain on specific gameplay mechanics, I’ll save that for another post. 🙂