21 June 2012

The game itself

While working on the game engine, we slowly formed a concept-like structure for the game world. Which eventually led to this "event history"-type description that we will use.


It begins with empty 4-dimensional space that contains dust-like substance.

Dust attracts to itself, forming 3-dimensional pockets(bubbles) where dust condenses into dense force-field-like crystals made of dust orbiting within the crystal.

Resulting 3D pockets have a finite volume, within which the crystal asteroids are scattered, and an "atmosphere" layer with winds of dust flowing around the 3D bubble in 4D space. A "lithosphere" layer (around which the 3D bubble is wrapped) also exists, made of solid crystal.

In the bubble, simple compounds form in the crystal asteroids. Different combinations of dust orbitals give parts of crystals properties like propulsion, dust detection, signal processing. Without propulsion, which throws out unused dust orbitals back into space(thus cleaning the inner orbital structure) a crystal quickly gathers dust onto itself and loses its functions, thus becoming inert. Through this process, natural selection slowly creates simple crystalline lifeforms, that are able to propel themselves within the 3D pocket, evade collisions and areas with high-density dust, grow and multiply by adding complex orbital combinations to their structure, communicate within themselves sending signals about known dangerous areas, etc.

Sentient lifeforms eventually evolve on this crystalline basis. Settlements are formed in the pocket, and an industry based on mining crystal asteroids begins. As a byproduct of harvesting useful dust orbitals from crystals, large amounts of dust are exerted into the pocket and its atmosphere layer.

To get rid of high dust concentrations in the pocket, this sentient life builds regeneration plants that transform free dust into lumps of organised miniature mechanisms, capable of maintaining the resulting jelly-like substance. Regeneration plants are launched into dense clouds of dust and left there.

Generated substance develops in a similar manner to its creators, and begins showing signs of intelligence.



As a result, we have an ecosystem with three components - dust in its free and compressed forms, intelligent life with settlements and mining operations in low dust density areas and near compressed dust asteroids, and wildlife with tribes near regeneration plants in high dust density areas.

Ideally, we would like to create this world as a whole, real-time ecosystem. We will start with high-density dust areas and regeneration plants that grow wildlife. We are planning to then add low density areas and crystal asteroids, then intelligent life with mining bases and settlements. Most of these objects will be player-controllable in-game. When the whole ecosystem is done, we will think about journeys through 4D space including the atmosphere and lithosphere layers.(the atmosphere layer will most likely be included early as it is essential to the ecosystem)

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