This group is for you which want to show in your profile you are a single person developing a game, making if not all the game aspects(music, coding, arts), at least most of it, the famous 'lone wolfs' of the indie game world. This group also is supposed to show you respect greatly others which do the same, other 'lone wolfs'. Our games sure take longer to come out and demands much more effort, but you bet they are cool when they do!
A short insight into System Generation and how it works.
Posted by b5cully on Nov 24th, 2012
Let's talk about System Generation, shall we? I'll take our Solar Systems as example. The celestial bodies in our Solar System tend to increase in density the closer you get to the sun. There are a few categorizable zones in our system, and after analyzing the composition of planets, the structure of our system is roughly as follows:
Star | Rocky | Terra | Gaseous | Asteroids (Outer Skirts)
Considering all of this, generation of a semi-realistic Star System for a game really can be a pain. That is, if you don't have a system for it!
Based upon the observations I've made above, I've programmed a Star System Generator using a very similar structure. Star systems are divided into "RegionDisks" that hold certain planet distribution chances. Think of them like multiple, non-overlapping DVD disks with different radiuses on which your little sister/brother poured sugar or salt (=planets) on . These RegionDisks can be given multiple useful functionalities: