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Exploring the Planets

Do you know how many planets were in the original UQM? No, seriously… do you? If you did, you probably read the hint book from back in the day. But anyone who played could tell you: there were a lot. We accomplished that via procedural generation. While the starmap was laid out by hand, the many planets in the many solar systems were created based on a random seed. Most modern agricultural laws block importing random seeds, but we’re in space now. No one can stop us! Take that, Argentina.

In addition to placing the planets, one of the key uses for procedural generation was in creating the planet artwork. We’re excited to be working with some amazing artists on UQM2, but we don’t think they’d be excited if we asked them to paint 10,000* different planets.

*This is not the actual number of planets in UQM2. Unless it is, but we actually don’t know it yet. That would be pretty funny if I guessed it right.

One of our artists, Damon Czanik, dug up a tool which provided a proof-of-concept for procedural generation of planets. We think we could fit these into the UQM2 universe artistically and technically, and we even found some seeds that made worlds that felt like UQM planet types. You can even go play with the tool, picking from some predefined UQM planet type seeds we like, or just trying your own seeds!

While it was a pretty good proof of concept, we knew there was more work to extend it.

Planting the Seed(s)

Here’s what this tool shows so far:

UQM2 Goals

Using this tool as a starting point, we wanted to set some goals for how it could work in UQM2:

UQM Planet Types

We have some modern, hand-painted concepts of UQM planet types courtesy of Damon that showcase the kinds of things we’d like to procedurally generate.

Treasure Planet

Emerald Planet

Gas Giant

Discover Strange New Worlds

While creating hundreds of thousands of different planets is clearly doable, we know it can be better. The team often refers to planets as characters, where you get an evocative experience from meeting someone new, someone familiar that you like (or dread), or want to learn more about them. More than just interesting art, UQM planet types are emotional set-pieces for players to relate to.

One of our big questions is how we can get lots of our unique, fantastically or scientifically inspired planets that have their distinct, UQM character. This is where you come in!

The team has started with this general approach. Do you:

If you answered yes to any of those questions, please check out the running tool, our GitHub repo, and join us in Discord if you have ideas! If you have an even better idea than what we’re starting with, we want to know that too.

In the past, we’ve opened up our tools with distributions of Simple and our Melee prototype. They’re essential building blocks of UQM2, but they’ve been released as a way of sharing our output. The planet tool is a big step forward since we’re sharing some of our graphical techniques and able to support community input! Our goal is to collaborate on this, improve it together, and share it with everyone as part of UQM2 and beyond.

Comments

Gorgeous worlds!

Megallennial

One of the fond memories of UQM1 was the innovative rotating graphics of the worlds when you approached them, which was rather innovative for the time. This art is really evocative of that same feeling and conveys a sense of scale, wonder, and majesty. ♥

Martin Lettvin


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