Space Game
Download Version always looks/plays better than webbrowser version
Planet map layer
each hex is suposed to be about 1000 km

Strategic map layer
also about 1000 km diameter

History Panel

Current Keyboard Controls
F2 = Faction List Panel
F3 = World List Panel
F4 = Faction Relations Panel
F5 = History panel, list historic events (past and future events that drive gameplay)
F6 lists Verbs/Actions available to factions
F11 = Alien Lifeforms Panel
F12 = Troop Types Panel
Mouse Wheel = smooth zoom in/out
WASD = rotate selected planet/map view
- / + = adjust simulation speed
Right Click on hex = zoom into Strategic Battle Map
SPACEBAR = return to Planetary Map
ESC = quit proof of concept
This is currently a small proof of concept for a larger procedural imperial simulation framework inspired by Emperor of the Fading Suns, old Avalon Hill boardgames, Bronze Age mythology, and retro science fiction. The prototype focuses on planetary hex maps, procedural generation, faction politics, ecology systems, troop generation, and layered strategic gameplay.
The current structure supports multiple scales of simulation. At the planetary level, factions compete over territory, resources, and influence across large strategic hexes. Individual hexes may later zoom inward into regional strategic battle maps, tactical combat zones, or interior locations like palaces, bunkers, and fortress districts.
Most systems are procedurally driven through seeds, including worlds, factions, ecology, political history, alien life, and troop generation. The goal is to create worlds that feel ancient, unstable, and historically layered rather than randomly generated.
The 40K practice fangame is useful for testing mechanics and simulation ideas. The 40K project acts as a sandbox where I can experiment with strange systems without worrying too much about balance or polish. If an idea works there, I can refine it and adapt versions of it elsewhere.
The setting, art, and factions may change between projects, but the underlying systems remain similar: worlds, factions, ecology, armies, politics, history, and war.
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The world generation system is built around a central controller called MetaMaster. MetaMaster controls the order that all major generation scripts run so the simulation builds itself in the correct sequence.
Banduduu acts as the global seed and settings holder. It stores values like world counts, faction counts, history seeds, and generation settings that the rest of the scripts use.
The world itself is generated first. Planet generation scripts create the planetary sphere, hex layout, terrain, oceans, city regions, and strategic geography. Each hex becomes a PlanetHexTile object that stores terrain, ownership, ecology, troops, modifiers, and neighboring hexes.
FactionHolder then generates the noble houses and factions. It assigns headquarters, territory, colors, world ownership, and political relationships between factions.
After that, ecology systems like ENKI scan the worlds and populate hexes with alien life, ecology influence, and procedural species data. This allows worlds to develop unique biological regions and future invasive species behavior.
TroopHolder manages troop generation and military data. It stores available troop types, military technology progression, DNA values, and future army structures for factions.
The history systems are intended to run after the physical universe exists. History generation uses seeds and world conditions to create wars, political instability, invasions, alliances, religious movements, ecological disasters, and other large-scale events. These are generated using verbs like ASSASSINATE, INVade, REBEL, INFECT, NEGOTIATE, and DISCOVER.
The overall structure separates:
- physical world generation
- faction generation
- ecology generation
- military generation
- historical simulation
This allows the same worlds and factions to generate different alternate histories while keeping the underlying geography and universe consistent.
| Updated | 9 days ago |
| Published | 14 days ago |
| Status | Prototype |
| Platforms | HTML5, Windows |
| Author | DerrickMoore |
| Made with | Unity |
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## Foundations of an Empire
The first week of development has been focused almost entirely on building the core architecture for the game world — not flashy gameplay yet, but the systems that everything else will eventually stand on.
A surprising amount is already working.
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# The Strategic Planet Map
The biggest visual milestone so far is the Strategic Battle Map.
It’s beginning to actually *feel* like a real planetary strategy layer now.
The prototype currently supports:
* procedural planetary hex generation
* terrain assignment
* faction ownership
* ecology placement
* troop occupation
* city and modifier support
* scalable zoom levels
The map is still early, but it’s already looking pretty good.
One of the biggest breakthroughs this week was getting the scale logic working correctly so the world can support multiple gameplay layers:
* galaxy scale
* strategic planetary scale
* tactical battle maps
* interior/palace maps
The long-term goal is seamless movement between these layers.
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# MetaMaster Generation Pipeline
A major portion of the week was spent creating the generation order system.
The new **MetaMaster** script now controls the order in which:
* worlds
* factions
* ecology
* troops
* modifiers
* future systems
are generated.
This solved a huge number of startup and dependency problems that were causing systems to initialize in the wrong order.
The project finally has a real backbone.
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# Factions Are Working Again
After some catastrophic breakage during ownership refactoring, the faction system is now stable again.
Factions currently:
* generate correctly
* claim territory
* receive headquarters
* color owned regions
* maintain references to owned worlds and hexes
# Ecology System — “ENKI”
A true living simulation layer is now operational.
The **ENKI** ecology generator:
* scans planetary hexes
* determines dominant lifeforms
* places ecology chits
* stores DNA values
* displays ecology information visually
The DNA display system was also improved this week so the data is much more readable on the map.
This is the first step toward planets that feel alive rather than decorative.
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# Troops and Chits
Troop generation now exists at the data level.
Troops currently:
* belong to factions
* store DNA values
* occupy hexes
* exist independently from their visuals
That separation between simulation and graphics is extremely important for long-term scalability.
The visual “chit” system is also beginning to take shape.
Current visual language:
* square chits = military units
* round chits = heroes
* ecology chits = alien life
* faction colors = ownership and allegiance
Silhouettes and stacked units are next.
---
# Seed System — “Banduduu”
The game’s universe-generation framework is now operational.
The **Banduduu** system currently supports:
* configurable seeds
* faction counts
* world counts
* runtime generation settings
* generation safety limits
The eventual goal is for nearly every aspect of the universe to be driven by seed values.
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# Zoom and Scale Architecture
One of the most important conceptual breakthroughs this week was defining the game’s scale structure.
The current design supports:
| Layer | Purpose |
| -------------------- | --------------------------------- |
| Galaxy | abstract political/economic layer |
| Planet Strategic Map | armies, factions, territory |
| Tactical Battle Map | combat encounters |
| Interior Maps | palaces, fortresses, infiltration |
This architecture is critical because the game is attempting to merge:
* grand strategy
* tactical combat
* simulation
* roleplaying
* political maneuvering
# Visual Direction
The game’s visual identity is also becoming clearer. Theres no art for a reason, i dont want to be distracted by it and I want to see how small i can make the demo
Current inspirations include:
* holographic strategy displays
* neon hex overlays
* bronze-age imperial aesthetics
* classic boardgame readability
> an ancient imperial relic mixed with a futuristic war simulator.
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