I refined the map generation process and isolated some parameters to be chosen freely when making a new game. The first one is naturally the number of civilizations in the game, called “player count” in the video. The next one is the number of star systems in the game. It can be chosen freely but in the end I will probably make it a discrete scale with tiny, small, medium, etc options pointing to some number of stars. Then there is a parameter called “edges leaving a star”, which means how many edges on average there should be connecting to one star. A number of 2 there means that the whole map could in theory be just one line or a chain of stars. The parameter “location balance” means how balanced the starting locations are. A value of zero there means that they are totally random, and one civilization could start in a dead end star system with another civilization blocking it. A value of 1 means that each civilization has almost the same amount of free star systems around them. Finally there is a looseness parameter, which means how big the diameter of the map can be.
It is quite messy and complicated if ships can move from every star system to any other star system freely. Even if there is some kind of maximum jump range, I feel there are too many possible ways to move around and to attack to make playing it fun. This is why I want to have some kind of paths between star systems to which the movement is restricted to. With higher technology it would still be possible to travel even without these paths, but that would have some drawbacks too. I’m not sure what is the backstory or scientific reason for these paths, but I have some ideas.
In the video I test the map generation system. It creates the stars and the paths between them. First I used an algorithm to make Delaunay triangulation to create the paths between the stars and then removed some of the paths. But then decided to make a custom algorithm which can be tuned in different ways and also works in 3d. It would be fun if there was some kind of 3d element in the strategic view also, we are in space after all. I might leave it up to the player to choose between flat, spherical, cylindrical etc maps, but have to see how they play out.
A video where I take manual control of individual ships during combat. As you can see, the AI is much better at this. I’m planning to add parameters on how good or bad the ship is at flying. With this I can then do an experience system or a battle computer system etc. Bad pilots or ships with bad computers would then make mistakes and miss more often while experienced pilots with good tech would have this kind of almost perfect performance.
In the first posts in the blog I talked about the space flight model and controls. Now that I have a nice way to take manual control of the ships I can show it a bit more. Essentially it uses real physics but has some restrictions to prevent some unwanted things. For example, there is a common upper limit for all velocities. If that velocity is exceeded, the object is slowed down gradually to the upper limit. There also is a max speed limit for each ship depending on the ship’s mass and drives etc. These speed limits are of course unrealistic. Mass and drives should only affect acceleration and not set any max speed limits, every ship should be able to accelerate to any speed they want (well, at least up to the speed of light). However, having no max speed leads to too complicated and unwanted situations in the game so this is why these restrictions exist. Angular velocities work in a similar manner.
Other than that, space flight works as expected. The ships are controlled by linear thrusters accelerating the ship along three axes: up-down, left-right and forward-backward. The most powerful of these thrusters is the forward thruster, others are only for fine tuning the velocity. Then there are angular thrusters to apply torque to the ship. These thrusters provide angular velocity around roll, yaw and pitch axes. Mass of the ship naturally makes all of these accelerations smaller. The physical size of the ship (height, width, depth) affects the rotational accelerations.
The result is that big ships and small ships have quite similar linear accelerations and max speed, but big ships are much slower to turn.
It is nice to see everything from the perspective of individual ships, so I made an action camera feature for that purpose. I made the camera follow the ship smoothly so the velocities can be sensed from the camera lag. I’m planning to add an option to toggle manual flight on when in action camera mode.
I refined the combat camera to be smoother and also added a feature to follow units with the camera. It helps a lot that you don’t have to manually follow the flying ships while trying to do something. However, in follow mode the camera is not locked to the unit(s) followed: instead the reference point for the camera moves with the unit(s) and the camera can still be moved around normally. Camera can also be snapped to move to selected units by pressing a button or by double pressing the unit group.
Also, I’m glad to say that Jarkko Rotstén was interested enough to join the project to provide music. Currently we are trying to find the right style for the music and I feel we are on the right track.
I made a video for the music and to show the new camera features. The video starts from fleet creation before the combat and also has some explanations on what’s going on. The music starts at 1:30.
I have done so much panels and UI stuff recently so I wanted to add something different next. I decided to add target finding logics for turrets at this point. Until now the turrets have targeted only the one target set for the ship but now they find their targets autonomously, prioritizing missiles. So if there are missiles present they work as point defence.
Moving on to implement the first version of the technology system and tech trees. I like the idea of randomness in technologies: you should not know for certain what scientific discovery you are going to make next or in the whole future. Still the randomness should be balanced to avoid the situation that one civilization gets all of the good techs and some other civilization gets bad ones. The solution I made is that the technology tree is random but same for all civilizations. The tree represents the scientific laws of that universe: It dictates what kind of technologies can be found and in which order and those laws are the same for everyone.
At the start of the game some of the technologies will be omitted from that game altogether, those things do not exist in this universe. The rest forms a tech tree which is common for all civs. Civilizations will see only the techs they can research next and also how many new technology choices those techs will open up. How far in the tech tree civs can see beforehand might become variable depending on acquired techs and racial bonuses (or penalties). In addition, not all of the tech opportunities will be visible for all civilizations. This means that different parts of the common tech tree will be hidden for each civilizations and techs in those parts have to be gained via espionage or capturing bases or enemy ships. There also might be racial factors which affect how freely the common tech tree can be progressed. For example, creative races might see all options and non-creative have to follow a very predetermined path. In any case, it should be guaranteed that there are enough techs available for every civilization and that there is a path to at least some of the best techs.
In the video you can see a first version of a randomized tech tree. I ran it three times with different amounts of techs. It is designed in a way that it only reveals the parts which are known to the player’s civ. This info (and only this same info) should be available for the civs controlled by the AI also.
I started with the strategy map AI and decided to make a basic game AI which just produces colony ships and sends them to new planets. That sounds quite simple: just take a colony ship and order it to the closest free planet. But what if there happens to be multiple colony ships available, some of which would go to the same closest planet? What if a new colony ship is produced and is closer to some habitable planet than an existing colony ship en route to that planet? What if some of the colony ships can colonize only certain types of planets? What if some of the colony ships have a huge jump range and would be better to be spent on planets farther away?
I decided to solve this optimization problem by implementing Hungarian algorithm. Now the ships are assigned to free planets optimally in a way that the overall time spent on flying is minimized. It also takes different jump ranges and colonizing restrictions into account. It is also run every turn so if the situation changes, the ships will adapt accordingly.
In the first video there are four civilizations expanding to the stars. In the second video there is one civilization which starts with a huge amount of colony ships. Turn counter can be seen at the top right corner of the screen.
Testing the ship pipeline from design to production and to flying to fight some enemies. Currently there are not many restrictions on what can be put on the ship, but soon I have to start improving the ship designing system by adding things like power sources, power consumption, mass and cost of weapons and other modules. Note the nice ship blueprint card in the planet panel in the lower left corner of the screen which shows the actual design of the ship with the weapons it currently has.