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written by Ixsetf on Feb 12, 2010 02:09
no I am saying that all determined by the player is the location of the city and it builds itself also MoO seems to have a small universe(I haven't payed so I don't know)
written by Cryoburner on Feb 12, 2010 03:24
Ixsetf said:
...making a space empire game catching the crowd that gets bored with stuff if they cant see the progress made
Albeyamakiir said:
That's called Master of Orion 3. : P
Wikipedia said:
Playing MOO III was commonly compared to "Doing your taxes" and often described as being about as much fun.
: P

Plus, he mentioned procedural cities, likely with buildings layed out in a three-dimensional environment. As far as I know, Master of Orion 3 doesn't even depict planet surfaces, and just shows the general layout of planetary systems.

Of course, that idea wouldn't exactly be 'Noctis' if the gameplay centered more around galactic colonization.
r'lyeh sweet r'lyeh
written by Neuzd on Feb 20, 2010 17:31
Instead of planet types, it would have planet-type-evolutions.
So a felisian planet could, because of its atnosphere composition, lose part of it and evolve into a thin atmo over the course of extremely long time (like some theorize happened on Mars).

This would be based on a property which represents the time elapsed since the planet's creation, and this could go even further than affecting just planet types, but also surface features: imagine having rivers carving deeper into canyons, for example.
I'd say also that this date-creation property would be dependant on a similar system based property which of course will determine the life cycle of the star.

Of course all these variations won't be perceptible even over years of playing, but it would add an extreme variety to landscapes and systems structures, and because these creation-dates would be randomized, you can experience the aftermath of these effects already having started to take place.

Isn't it nice....Alex? : P
written by Cryoburner on Feb 20, 2010 21:22
I've mentioned similar ideas before, though primarily with shorter term effects. There could be asteroid impacts, volcanic activity, and other things to deform the planetary surface as well. Maybe forest fires could temporarily clear a forest. All trees and plants could be given their own lifespans, which might be cut short by such events, leaving charred stumps in their place for years to come.

Long term planetary effects, like changes to the atmosphere and temperature, would probably be relatively easy to add. A planet might start with a molten, volcanic surface, and eventually cool enough to support 'felysian' life, before finally becoming a cold, icy world, all over the course of billions of years.

Rivers carving through the landscape might be possible, but it could certainly be challenging to implement in a realistic fashion. I've thought of some ways rivers could work, though you may also need to keep track of the water table beneath a planet's surface, which could have its own benefit of allowing for realistic positioning of lakes and various other ecosystems above sea level.

As for how to implement these long and short term planetary events in a way that performs well and works without inconsistencies, I believe something similar to how Noctis already deals with handling an entire galaxy could be used, only with a timeline for each object or occurrence. Most minor events, like the growth of individual trees, can be entirely ignored outside the time and sector in which they exist. You may only have to check back over a period of a few hundred years to determine which trees currently exist in a given area, and even less for plants with shorter life spans.

A more significant event, like an asteroid impact, might effect the landscape for thousands, or even millions of years. Being less common though, you could check back for all such impacts in the area for those millions of years, going back further in the timeline for large impacts, and less far for the more frequent, smaller ones. Over the 'lifespan' of a given impact crater, it would gradually fade, simulating erosion, until it no longer existed. Large enough impacts, like those visible from orbit, could even effect the planetary climate for years following their creation, and it could be possible, though rare, to witness impacts first-hand.

At the top of this hierarchy could be a timeline that span the entire 'life' of a planet. Namely things like its temperature and atmospheric makeup over time, which would follow its progression from a protoplanet forming in the disk around a young star, into a potential life-supporting world, and possibly to its eventual destruction as the planet's star expands into a red giant, consuming the inner planets.

Wait... Is this the new Future Noctis Ideas thread? : P
i do my own stun-- avatars
written by Albeyamakiir on Feb 21, 2010 02:05
Now I want a timeline bar that you could sweep through to see the evolution of a planet, system, and of the galaxy. Even that may not be too hard to do, using vectors and event arrays and such.

In the game I'm currently working on, I did just that, and the time-travelling bit just happened by accident.
written by Lornex on Mar 09, 2010 05:58
Ixsetf said:
Has anyone thought of my Idea (which I am planning on putting in my game(likely never to be finished)) combining procedurally generated universes with procedurally generated cities making a space empire game catching the crowd that gets bored with stuff if they cant see the progress made
One of the major features of Noctis is that you are alone, in a galaxy completely free of civilization. It really adds to the atmosphere of the game and it wouldn't be the same if there was cities, etc. This is one feature I hope stays the same for future Noctis versions.

EDIT: Oops, I forgot there was a page 2
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. /../What would a very modern.../ 12
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