12/30/10
Months Later
made some demo attempts in game maker...arg, attempted setup in flash, frustration with performance and lack of sufficient programming knowledge ensued, project not dead but severely delayed.
6/22/10
it begins
I have put this off long enough, dev will resume in the coming months.
early prototype will be in game maker, then moved to flash/AS3/Box2d, I have hopes of using fluid dynamic even though thats WAY out of my programming skill set range.
4/21/09
Production Plan
Preproduction Plan
1. Evaluate
-What was discovered in the last stage?
-How can we address those issues?
-What questions need to be answered in the next Prototype?
-Are we on schedule, on budget?
-Is the project worth proceeding with?
2. Prototype
-Test the issues addressed from the previous stage.
-Test new features.
3. wash, rinse, repeat as needed
Example Prototypes
1. Throw an object around star.
-Is it fun?
-Will the iphone controls be a good fit?
-What engineering problems are ahead?
-Does the visual style work?
2. Throwing multiple objects around a star, avoiding collisions.
-Could it be too hard to casually play?
-How many objects is too many?
-What are good size relations visually and kinetically?
-Engineering problems?
3. Collapsing many small objects into larger objects.
-Is it fun?
-What are the technical limitations?
-Do the effects make sense?
-Engineering problems?
4. Implement point system.
-Does it make sense?
-Do the points have value?
-Is it enough to help track players progression?
1. Evaluate
-What was discovered in the last stage?
-How can we address those issues?
-What questions need to be answered in the next Prototype?
-Are we on schedule, on budget?
-Is the project worth proceeding with?
2. Prototype
-Test the issues addressed from the previous stage.
-Test new features.
3. wash, rinse, repeat as needed
Example Prototypes
1. Throw an object around star.
-Is it fun?
-Will the iphone controls be a good fit?
-What engineering problems are ahead?
-Does the visual style work?
2. Throwing multiple objects around a star, avoiding collisions.
-Could it be too hard to casually play?
-How many objects is too many?
-What are good size relations visually and kinetically?
-Engineering problems?
3. Collapsing many small objects into larger objects.
-Is it fun?
-What are the technical limitations?
-Do the effects make sense?
-Engineering problems?
4. Implement point system.
-Does it make sense?
-Do the points have value?
-Is it enough to help track players progression?
4/20/09
a design on touch screen for theme2
Core Game Play:
- Collapsing a bunch of small things into larger things
- Large things have gravity which pulls on each other
- When large things collide they revert back to small things
- Keep large things from colliding by throwing them into orbit
Mid-range Goal: Build solar systems by collapsing primitive matter into masses and throwing them into orbit, while avoiding catastrophic events that would undo your work.
Mini Goals: Rack up points by creating bigger masses
Note: would be nice to work in some use of the points, Planck Power (wiki Max Planck for ideas)
Arcing Goals: Build galaxies by maneuvering solar systems together.
Primitive Matter Types:
1. Gas - clouds of light weight matter
2. Debris - loose particles of heavy matter
Mass Types:
1. Star - Once a collapsed mass of more than 80% gas reaches X density and then stops being fed for X amount of time it initiates and ignites into a star.
2. Planet - Once a collapsed mass of more than 80% debris reaches X density and then stops being fed for X amount of time it initiates and becomes a planet.
Events:
1. When a mass initiates and is between 21% and 79% gas and debris it explodes back into its primitive matter.
2. If two planets collide and the difference in density is less than 75% they explode back to primitive matter.
3. A star can absorb 1% of its density in planetary mass per second, so if a planet collides with a star it’s density adds to the stars, if a planet collides with the star while its absorbing planetary matter, it explodes and reverts all masses in the system back to primitive matter(& potentially neighboring systems). If a star has absorbed more than 50% its density in planetary mass all matter in the system collapses into a black hole.
Solar System Goals:
1. Collapse all the matter in a system into masses.
2. Create a star
3. Throw all other masses into solar orbit, avoiding collisions
Note: would be nice to have play mechanics on the galaxy scale (i.e. manipulating whole solar system) and the universe scale (manipulating galaxies).
Note: a pore attempt at pseudo physics: Density in pixels?
pixel grid 480*320=153600, 1/153600=6.51041667 × 10-6
volume unit: v=6.51041667 × 10-6
mass unit: m=1 pixel
density unit: d=m/v
if maximum pixel density is 10 (i.e. 10 pixels collapsed to 1v) and,
minimum star density 200
minimum planet density 80
essentially how many pixels does it take to make a star or planet and what size it would be
All Content © Paul Lohman 2008
- Collapsing a bunch of small things into larger things
- Large things have gravity which pulls on each other
- When large things collide they revert back to small things
- Keep large things from colliding by throwing them into orbit
Mid-range Goal: Build solar systems by collapsing primitive matter into masses and throwing them into orbit, while avoiding catastrophic events that would undo your work.
Mini Goals: Rack up points by creating bigger masses
Note: would be nice to work in some use of the points, Planck Power (wiki Max Planck for ideas)
Arcing Goals: Build galaxies by maneuvering solar systems together.
Primitive Matter Types:
1. Gas - clouds of light weight matter
2. Debris - loose particles of heavy matter
Mass Types:
1. Star - Once a collapsed mass of more than 80% gas reaches X density and then stops being fed for X amount of time it initiates and ignites into a star.
2. Planet - Once a collapsed mass of more than 80% debris reaches X density and then stops being fed for X amount of time it initiates and becomes a planet.
Events:
1. When a mass initiates and is between 21% and 79% gas and debris it explodes back into its primitive matter.
2. If two planets collide and the difference in density is less than 75% they explode back to primitive matter.
3. A star can absorb 1% of its density in planetary mass per second, so if a planet collides with a star it’s density adds to the stars, if a planet collides with the star while its absorbing planetary matter, it explodes and reverts all masses in the system back to primitive matter(& potentially neighboring systems). If a star has absorbed more than 50% its density in planetary mass all matter in the system collapses into a black hole.
Solar System Goals:
1. Collapse all the matter in a system into masses.
2. Create a star
3. Throw all other masses into solar orbit, avoiding collisions
Note: would be nice to have play mechanics on the galaxy scale (i.e. manipulating whole solar system) and the universe scale (manipulating galaxies).
Note: a pore attempt at pseudo physics: Density in pixels?
pixel grid 480*320=153600, 1/153600=6.51041667 × 10-6
volume unit: v=6.51041667 × 10-6
mass unit: m=1 pixel
density unit: d=m/v
if maximum pixel density is 10 (i.e. 10 pixels collapsed to 1v) and,
minimum star density 200
minimum planet density 80
essentially how many pixels does it take to make a star or planet and what size it would be
All Content © Paul Lohman 2008
4/19/09
themes
Q. Is this a casual game or a universe sim?
option1 - The interaction of gravity between objects in space
About the physical play of gravity that one object exerts on others.
- More casual and abstract
option2 - The experience of making a universe
About the unfathomable scale and complexity of the universe, how it has formed and evolves.
- My only concerns about this as a theme is that it could hamper actual "fun" game play and could mean a much larger development.
option1 - The interaction of gravity between objects in space
About the physical play of gravity that one object exerts on others.
- More casual and abstract
option2 - The experience of making a universe
About the unfathomable scale and complexity of the universe, how it has formed and evolves.
- My only concerns about this as a theme is that it could hamper actual "fun" game play and could mean a much larger development.
4/18/09
a story of the universe
1. Universe begins - not sure how that happened
2. Big Bang occurs - releases primitive energy and matter
3. Matter condenses into giant stars
4. These giant stars explode scattering new matter into galaxies
5. Gas and matter coalesce into stars, planets, moons, asteroids, debris fields, etc to forum solar systems
2. Big Bang occurs - releases primitive energy and matter
3. Matter condenses into giant stars
4. These giant stars explode scattering new matter into galaxies
5. Gas and matter coalesce into stars, planets, moons, asteroids, debris fields, etc to forum solar systems
4/17/09
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