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SOCIAL
CONTACT: developer@asectordarkly.com


Core Design Pillars (#1): Exploration
When I began designing this game two years ago, (or rather finalising the design after years bounding around inside my head), the project would be bound by several core design pillars throughout development. The first: Exploration: The Big One Starflight 2 is where I drew my inspiration for what exploration means to me, and the experience I wish to deliver to players. That feeling of a "small ship VS a big universe". You against the void. There are three layers of space in th
Aaron Rayne
Jun 233 min read
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Galaxy Simulation System
Affectionately known in house as the GSS this system is responsible for simulating the background entities (which I affectionately refer to as quanta, shout-out to Tony Z from Cloud Imperium Games) and events occurring around the entire sector, regardless of where you, the player is located. Debug tracing of every active entity across the sector What This Means Every entity in the game is real, not ambient, not fake and has a purpose. The NPC ships: haulers, traders, militar
Aaron Rayne
Jun 183 min read
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Resources, Research and Crafting
A Sector Darkly (ASD). Since the story of the game places you in an unknown sector of space, your supplies are low and availability may be limited. Survival Elements Your crew consumes food and water. It is not meant to be a punishing mechanic, rather a consideration and overall part of the implementation of exploration. The goal as previously mentioned in the exploration diary design intent, was to make you feel small, and space big, that feeling of a small ship vs the unive
Aaron Rayne
Jun 182 min read
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