![]() So, in addition, each fleet looks at its nearest overlapping neighbor. Of course, at some point there could be too many fleets regardless of anything we might do, but still, it’s possible to do better. Using just the above was almost good enough, but fell short when there were too many fleets for an orbit to hold, leading to endless jostling. While that produced quicker separation, it also felt too hectic – we generally want stately orbiting, not chaos. The important part is that the actions of the fleets will not conflict with each other.Īn initial version of the algorithm made fleets in the back of the pack move backwards, as well. The fleet then figures out the average location of these neighbors, and moves forward more quickly along its orbit, but only if the average location is behind it. The effect is that fleets that are already at the front of a pack will pull forward, while other fleets will continue along their slower-paced orbits. That’s easy enough – just a distance check with some padding. The first order of business is for a fleet to get a list of neighbors that are too close for comfort. The calculations are also performed by each fleet independently, but designed so that effectively cooperative behavior emerges when all the fleets apply the same behavioral rules. So, what’s actually involved in getting this behavior? While nothing here is terribly complex, there is a surprising number of pieces. The other day, encountering a particularly egregious case, I wrote a quick algorithm for the fleet AI to use to avoid overlapping other orbiting fleets as much as possible. This isn’t a huge problem in terms of game mechanics, but it’s still occasionally inconvenient and just messy to look at. The orbits of some well-to-do colonies can get quite crowded, with fleets overlapping each other and being difficult to pick out. In Starsector, fleets will often orbit a planet for some time – trade fleets offloading cargo, patrols preparing for duty, and so on. I will, of course, continue to write regular-style blog posts as well. While the game is still not finished, I would say that this is well worth checking out if you have an interest in sci-fi.This blog post is a bit different than usual – instead of talking about a major new game mechanic, I’d like to instead take a quick – but in-depth – look at something relatively minor, but that I thought was interesting. I enjoyed dealing with the different people I came across and the actual combat is a ton of fun too. It does have a lot of things for you to manage, but in doing this you can become a major force in the galaxy. In all, I feel that Starsector is a fun game. Starsector is the kind of game that really requires you to think about how you are going to go about combat. As your progress and have more ships and come across more powerful foes. ![]() At first, I was just moving my mouse around like a maniac and doing ok. Of course, this is easier said than done and sometimes a beating is all people understand.Ĭombat is fast, fun and also quite tactical. You have many ways that you can communicate with people and trying to keep people on your side as much as possible is going to make your life easier. I was very impressed with the dialogue system in this game. ![]() ![]() The first is in how you deal with people. What will actually dictate how your role in the galaxy fairs is two major gameplay factors. It is quite addictive stuff and while resource gathering and management is a major part. The idea is to build up into your own faction and be able to stake your claim as one of the biggest and badest (well maybe not badest) factions in the galaxy. You can get new ships, crew, equipment and so on. ![]()
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