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Star Distribution

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So graphically, the galaxy has always spun around even when you play, I don't know why I done this but I just found it cool (you can turn it off though, lol). However, it spun around evenly... Meaning that the stars further away from the center of the galaxy moved faster to keep an equal orbit, this looks a little weird on large maps, but it stopped the map from changing. The reason I didn't want the map changing was because I didn't know, when I first done it, how to handle stars overlapping (because they all moved at the same speed, stars in the center had shorter orbits). But the solution I'm using now uses specific regions to place stars, so instead of a completely random distance, it rounds it to the nearest 200 pixel. So now I can have pretty chaotic, ever-changing galaxy maps:

c63bab255436e0ca130487cfdd802610.gif


(Sped up for demonstration)

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Nice. I want to put some high production worlds on that central ring so I can send fleets out to different sides of the galaxy. :)

 

I saw connections between planets in the previous entry. With changing distances, I suppose connections are going to form and break throughout a game as the stars shift around. You also mentioned setting up patrol routes, and I was wondering how you might deal with a broken connection in an established patrol route.

 

Maybe ships could be stationed at one star and patrol a certain number of light-years around it. That way as the map changes position, the partol route would dynamically adjust to hit other stars in the radius.

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I saw connections between planets in the previous entry. With changing distances, I suppose connections are going to form and break throughout a game as the stars shift around. You also mentioned setting up patrol routes, and I was wondering how you might deal with a broken connection in an established patrol route.

I think by default it should just break the connection and give you a message alert on the side. Anything else could be problematic, fleets draw ships from the stars they patrol so if it auto-made a new connection that could be useless to you (the star could produce the wrong kind of ship, or nothing, might not even be yours!). Your radius idea would work though, it could basically be a defensive "encamped" state where the fleet will create routes and grow automatically and engage anything that gets too close.

 

The reasoning behind fleets though is to avoid micromanagement. So I think the player will have enough time to adjust things before anything like that happens anyway. The map moving around will present more long-term problems: For example, holding onto anything in the center ring for a long period would be the hardest thing to do, as it would always move away faster than your outer stars, unless you hold all of them!

 

I think the charm of a map doing this though, is that for the players to keep a solid controlled blob of space, they'd always need to be fighting against the spin. :)

 

Thanks for your comment!

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