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Design How do you think I can make this design, better?

Rivo

7014
Hey, I've been using a voronoi diagram: https://en.wikipedia.org/wiki/Voronoi_diagram to randomly generate a galactic space map. It has been going well so far and i've got a rough design down. Here is a few examples of what it looks like so far.
http://prnt.sc/dfs279 http://prnt.sc/dfs2h0 http://prnt.sc/dfs2v0 (ignore the top left lol)

White dots on territories = planets
white dots off territories = crappy background


As you can see it looks ugly. I'm looking for ways to make this more attractive while still generating decently sized territories.
Here are some examples that made me think of this idea: http://prnt.sc/dbtkek http://prnt.sc/dfsfok

Concept: The game generates random enemy territories with a random amount of planets. The player will be able to select planets that he/she wants to invade etc. Then when/if the player takes this planet over, the surrounding territory colour (or voronoi region) will turn this same colour as the players territory.

(It is randomly generated so the player play a different game each save)

i'm definitely open to ideas or criticism. Any at all, please :)
 

Rivo

7014
Also, I was planning on connecting the starts together, and restricting the player to moving across these lines, to move between planets.
 
J

JammyUX

Guest
Cool concept, I think it would look how you want it if the planets were more grouped together or have a set proximity to one another, than you woudn't get the gaps in between, another idea would be to set a random hex object per star so they stay consistent, or in consistent in size.

Or you could invert your idea and make the dots the color and have them linked.

Try alternative colours you might find its just those, I like the teal color in the bottom left, but the others don't work IMO.
 

Rivo

7014
haha, sorry man I didn't see your post. Anyway, I improved a lot from this and did end up grouping them like you suggested. Have a look: http://prntscr.com/djtcgq All randomly generated :p (Looks blurry because of the screen capture)

The bars at the bottom and top left are so the player can choose what colour they want their territory to be.(wip)

(The game's theme will be around crystals and crystallization etc. which will explain why it looks the way it does)
 
J

JammyUX

Guest
Looks so much better. I don't think you should allow for that freedom in letting the player choose their colors, personally i think you should go down the route of a number of set color pallet options maybe and a color blind option, but hey-ho your game!
 

Rivo

7014
Looks so much better. I don't think you should allow for that freedom in letting the player choose their colors, personally i think you should go down the route of a number of set color pallet options
Why is it you think this? Do you think the game would look better with preset colours? i'm just curious since i thought it was a good idea to give the player that level of customization, that's all.
 
J

JammyUX

Guest
IMO I would only customise areas of your game that would impact the user either in the UI or how the game plays, turning on/off features that could impact performance per-say. Not saying its a bad idea just they're sitting below the screen and I do wonder "what are these for, oh they change the colour, that's nice but why?"

You could spin the colours around and have a specific UI hud, or different styles the user can change and upgrade - to purchase perhaps? Just a thought.
 
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