How it started!


Hey!

We would like to share a bit of the brainstorming for our game! It was designed and developed during Kenney's Game Jam 2024, from scratch.

Gameplay Loop:

      • You start in a planet with no satellite
    • Initial objective it's to cover the whole planet enough for everyone having internet connection
      • You'll notice there are other planets, moons, etc, that you can attempt to "hijack"
        • But you have limited resources, so gotta be good in aiming, you won't be able to keep trying indefinitely, the game would end and you'll have a score
        • (Arcade High Score)
        • You can hit other satellites on the path, then you lose your attempt and the satellite that was already there
        • All planets have a sweet spot: it can be a perfect orbit, far orbit or too close orbit. Something like that.
      • When attempting to hijack another planet
        • Will you be able to launch from another planet?
        • You can choose to launch from another planet, but it costs you more money, or maybe it's more difficult
        • If it's a moon, we could make it harder to "stick" but maybe give more points
      • The goal it's have the biggest amount of planets and the best covered area
      • As you progress into other planets, the game view will expand, so you can see other planets but then it's harder to aim.
      • At some point, your resources will end, and the game is over. You get a score.
        • You have points per planet + coverage + successful launches (orbits)
      • Start again!


      Planets:
      • After successfully “connecting” a planet with satellites the camera pulls out and a new planet spawns in
        • Planets also rotate around the starting Planet
        • Each Planet has its own gravity
        • Each Planet has its own rotation speed around starting planet
        • Each Planet has their own size
      • Planets need Random planet generator
      The idea is the planet surface is covered with "censors" (we can experiment with the amount of them) and from the 3 efficiency levels, the satellite could light more/less depending on its distance from the planet. Using rays to cast each satellite coverage. So we can calculate the connection coverage by knowing how many sensors are activated/deactivated. This way, the ideal coverage consists in:
      • Evenly spread satellites
      • And good efficiency levels
      The player needs to strategically combine those two measurements in order to achieve 100% coverage. Satellites:
      • Each satellite has a collider, when they hit one another they will break apart into 2-3 pieces that will float in orbit 
      • Satellites have a distance from the planet where they are most efficient 
      • When enter planet trigger slows down
    • Get Cosmic Linkup

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