ideas in no particular order

game:
general:

  • usually one sun per starsystem
  • different star system can only be reached via jump, not using sublight engines (would take years otherwise)
  • this eliminates the need for rendering each star individually since they don’t alter their positions visually when travelling at sublight or less.
  • upon arrival in a new star system: skybox texture has to be calculated only once. Star position within the same star system are fixed.
  • galaxy / planets: fractal-based
  • generate planets as they get discovered
  • person who discovers a previously unknown planet gets to name it
  • first person to reach a new starsystem gets to name it
  • generate planet: server creates db entry with resource distribution etc., sends seed string to client
  • client: parses seed string, calls fractal function to calculate planet surface in desired resolution
  • since fractal function is deterministic, planet will look exactly the same on each client that receives the same seed string
  • careful: discovering a new planet triggers server-side generation of seed string and resource initialisation, not client-side.
  • Client only gets seed string and current resource distribution, as queried from the server-side db
  • and: iphone/web interface (ship movement / trading / ingame messaging)

ship configuration:

  • each ship class has a max. complexity (#of elements to be added)
  • each element has a complexity level, so that the maxed out ship doesn’t get too complex
  • elements must be connected to other elements of the ship, cannot be free flying
  • elements can be added in any place and/or angle as long as they touch one of the ship’s components or are close enough to one
  • crucial elements (elements that connect “leaves” to the ship’s body) cannot be removed if they’re the only connector a leave has to the ship’s body
  • elements can be researched/constructed, bought, stolen or found/salvaged from wreckages (both in space and on planets)

element examples:

  • cargo container
  • crew quarter
  • ngine room
  • exhaust
  • cockpit
  • solar panel
  • certain elements (such as a solar panel) have animation attached to them. All elements attached to an animated element get transformed as well (cargo container connected to a solar panel gets pulled towards/pushed away from the ship if the panel folds or unfolds)

jump effect:
if own ship jumps:

  • wavelength compression of surrounding (blueshift, fade out of all visible light, fade in of invisible spectrum, etc.)

if other ship jumps:

  • ship starts to glow (starflare, blind effect on viewer, scales with distance), at jump
  • ship disappears, leaves a glowing “hull” of itself that fades out and expands quickly (shockwave, in the shape of the ship), as well as a short trail pointing towards the direction the ship has taken off to.
  • jump isn’t instant, but has a charge-time of ~30s?

sublight: all stars (everything) in front of the ship experience blue-shift, all stars behind the ship: red-shift (can be done using shaders).