Alien Worlds, Part II: Interaction

In the last post I explained how the game generates endless interesting looking planets of various types. Game play-wise, I want planets to be a little like treasure chests in fantasy RPGs: sometimes dangerous, sometimes empty, often rewarding and always providing the potential for mystery and discovery. When players reach a new planet, they can conduct a … Read more

Alien Worlds, Part I: The Visual

No game about space exploration would be complete without planets. The original Starcom Flash game had them, but they were purely ornamental landmarks. There were a half-dozen or so bitmaps with color tint shifts to give the illusion of greater variety. As decorative features they worked quite well: the game would have felt much less rich without … Read more