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Flare

Posted December 2, 2025 by Xhin



There are 3 Replies


Basic Stuff

  • Text-based

  • Heavily abstracted space sim -- this is a really dumb idea, which is why I like it so much I think.

  • A chemistry system

  • The building mechanics are very complicated but offer a heck of a lot of freedom.

  • This is meant to be a pretty boring game -- interesting in an abstracted complex puzzle sense, not in any kind of space sim scope.

  • December 2, 2025
    Xhin
    Sky's the limit

    Chemistry System

    The chemistry system uses invented (but handcrafted, at least) elements that avoid existing chemical nomenclature. For example, A, Qx, Nk, etc. There's a hierarchy of them. The higher you go the rarer and more intrinsically valuable the element is. Additionally, the hierarchy influences how you make Subtracters and Adders. The hierarchy probably proceeds alphabetically -- this makes the most sense.


    Actual resources in the world (Minerals) are rarely in elemental form -- instead you get compounds, such as A3Xx5P2 or whatever.

    Adders and Subtracters

    Crafting recipes require specific compounds. To get them from Minerals, you need to use these. Subtracters will remove a specific element (ejecting it into space) and Adders will add one. So for example:

    A3Xx5P2
    - A x3
    Xx5P2
    + Vx
    Xx5P2Vx

    Making adders and Subtracters requires common components + elements below them in the tier, with the exception of the first one, which just requires the common components.

    December 2, 2025
    Xhin
    Sky's the limit

    Shipbuilding Mechanics

    Your Ship is built in a literal sense in any Space Station (you start on one), or you can buy a couple Starter Vessels which have terrible stats in every capacity. The death mechanic is a bit weird, so you'd need to do this more than once.

    I've explored Shipbuilding to death in other games -- 3D tiles, fixture limits (based on Volume), etc. There's a couple differences here though:

  • Ship modules have to be installed, and take up room. Storage is at least compact compared to the amount of stuff it holds, but it still takes up room. Same deal with more shields or weapons or whatever.

  • Spatiality plays a role. Your external modules have to be placed on a tile that (depending on its direction from the core module) doesn't have any other tiles in that direction, if it's placed on that face. You can make Maps (see the Ship Mapping system) that show two axises at a time to help you here.

  • There does have to be a core module, and you can't place anything in it or interact with that room in any way.

  • If you'd like to interact with planets, you need horizontal symmetry. Otherwise you'll spin out and crash. (See: death mechanics). You can do whatever in space -- no atmosphere.

    Displays and Controls

    Another big difference here is that instead of just having standard controls, you have to rig your own. This does give you more maneuverability in combat however, which is a perk. Buttons can be labeled and arranged in a table and do various things. You don't have to explicitly wire anything though -- that seems way too complicated and doesn't let you easily bind functions together.

    So, the focus here is on the system rather than the logistics. Pipelines still play a role elsewhere however.

    Displays work similarly -- fuel gauges, reactor power, whatever have to be rigged up manually.

    This is interesting with something like a Scanner because you'd have a separate set of functions that use it and display its data. Or it can just be sent to a display that serves multiple purposes.

  • December 2, 2025
    Xhin
    Sky's the limit

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