![]() ![]() The idea was simple – you’d have wavefronts moving through hyperspace, and your fleet could catch a ride on one and be carried along. But, ah, I’ll stop this incipient rant here.įirst, let’s talk about an idea that I had high hopes for, but that – much to my disappointment – didn’t work out. In my experience, the process for coming up with visuals involves a ton of iteration, the trying of a lot of ideas, and ultimately coming up with something – usually accidentally – that’s not at all like what you envisioned at the start. Stuff like the movement speed of fleets, the distance between stars, etc.īeing able to come up with satisfying visuals for something is also something you can’t take for granted. The issue is finding one that works given all the low-level design constraints. There are lots of ideas to be had here as usual, a lack of ideas is not a problem. This fits nicely with the primary role of hyperspace as a travel medium. ![]() hiding from someone inside a nebula – the goal for hyperspace terrain is to be interesting by itself. Unlike normal terrain – which generally makes things interesting by impacting your interactions with other fleets, i.e. This fits with the overarching goal of terrain making travel more interesting. So: “make hyperspace travel something that can be done well or poorly by the player”. The first question is, what’s the goal of adding terrain to hyperspace? Obviously not having any terrain there would be a bit boring spicing things up with some variety is not a bad goal, but something more specific would help guide the design better. Nothing that’s a good fit for hyperspace, which has more of a “weird” feel. An astute observer might have noticed that the terrain discussed there is all more or less normal stuff – nebluas, asteroids, etc. In an earlier post, I’d talked about terrain.
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