StarForge

StarForge

Jaymo Reev Aug 17, 2014 @ 7:07pm
Immersive Cycling Gameplay Thought
Visible starting intro for game is in a mother ship --> something goes wrong (add story elements here) and you crash land. (Justifies the ship already crashed on the planet we see in game now)

Rare blueprints and resources exist to (optional) construct small ship and suit --> Fly ship to orbiting moon/moons/asteroid fields --> Build base with O2 generator --> Mine rare resources to construct mother ship --> Park small ship in mother ship --> Use mother ship nav computer to scan for other planets/moons/asteroids. Can fly small ship back and forth from planet to orbit, can not land mother ship.

When inputting data to scan for a planet and other stellar bodies it really just does the same as if you were setting up another procedural random world as normal, but it just looks like you are inputting data for a customisable scan. (Immersive cycling gameplay)

For the transition from planet to planet and other stellar bodies use camera angles and camera locks while the scene is generating to stop visible asset popping then give camera back to player when loaded. (show motion effects of ship though)

Tidy cycling style of play not too hard on engine limitations?
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Showing 1-1 of 1 comments
Midnight Marsala Dec 1, 2014 @ 7:18am 
This is great. I can see how this would work. Extra Procedural Random instances for the astroids and moons and just load them up and hide the loading with a cheeky camera angle or transition effect. The state of each visited instance is saved like a normal map is saved. So if they lock the first planet in the nav computer it just loads it up like a nornal map, too easy.
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