I'm working on a game that's kinda like WorldBox but in space. Most of the fun is just watching the empires battle it out and then maybe spawning a black hole if you feel like it. I have web and windows builds available on itch.io: https://silver4.itch.io/galactiwar-empire-simulator
#GalactiWar - Space empire simulation sandbox game
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looks kinda like galimulator i used to play that on my phone sometimes lol
Yesss that is my main inspiration for this game. Except a few key differences: no hyperlanes and instead there is more focus on spaceship combat. And 3D graphics of course. PC will be #1 priority instead of phones. But I do want to release a phone version of the game eventually, I have already gotten it working on my phone. I want to add some complex simulation mechanics so I'm not sure how good performance will be on phones.
Statistics nerds are gonna love this
😍
is it all gdscript?
Yes
ah nice, is handling all the ui elements been pretty ok to do? I find it clearer using c# usually but I have an understanding of it anyways
Yep. I know c# but I never used it in Godot. I can't use c# even cause I wanna export to web
Ah cool
no c# for web is actually so tragic since gdscripts slowness really starts to show if you do anything intensive and fear multithreading
are you gonna do something like stellaris where you can control an empire or just observe?
No, there either won't be any controlling empires or it would be very indirect control. Because doing that would be like making two games at once, a sandbox game AND a 4X game, and I just want to focus on the sandbox game
I didn't see anything that said gdextensions don't work on web so that's an option if you need more performance. I think web is just naturally slow as hell though
GDScript is actually surprisingly fast for me cause right now the most intensive thing I do is generate the area graph which requires drawing a lot of polygons but there haven't been any performance hiccups with that. The only performance issues I've had were fps drops when there are a lot of ships and projectiles but that's a physics system issue not GDScript. Maybe going over to jolt physics would give better performance for that
New dynamic economy system
kind of reminds me of mount and blade warband for some reason, looks really nice
The GalactiLore is out https://silver4.itch.io/galactiwar-empire-simulator/devlog/1115269/the-galactilore
also new update with economy and stuff coming soon, maybe tomorrow
The GalactiWar GalactiUpdate is GalactiOut https://silver4.itch.io/galactiwar-empire-simulator/devlog/1116080/galactiupdate-v04
GalactiVideo https://www.youtube.com/watch?v=M3KqUICT6MA
These borders took me 20 hours to code. Why did it take me so long? Well, because Godot doesn't have any Line3D or anything so I had to implement it myself, and it's more complicated than it seems. My previous borders implementation sucked. All I was doing was connecting rectangles together, which meant that there were sometimes visible gaps at connection points. And every single rectangle was its own mesh, which meant one draw call PER LINE, so it was terrible for performance. I'm optimizing so I can have good fps on mobile. With my new implementation, there is ONE draw call per empire for its borders. And also the border's lines are smooth and have no gaps. I've also done a lot more optimization, mostly reducing draw calls with batching. Which improved performance on mobile drastically. But also has benefits for the desktop and web versions, in that I can scale up the amount of stars and spaceships without killing performance. So could maybe have 1000 stars and 1000 spaceships no problem now (haven't tested that though)
Wall of text info dump incoming:
It feels like I've spent half the time developing this game optimizing it. So in this update I wanted to add the option to have bigger galaxies. But when I created a galaxy with 200 stars, performance sucked! So I opened the profiler to see what was going on. And there was no function in particular that was slowing everything down. The simulation was just at its limits because more stars = more empires and more empires = more spaceships. But there were only around 400 spaceships, and my spaceship code wasn't doing anything intensive. So naturally I blamed GDScript! I was like "CURSE YOU GDSCRIPT FOR BEING SO SLOW!" Then I realized that blaming your programming language is just a skill issue. So then I came up with a PLAN to improve performance. I was updating spaceships and stars 60 times per second, when I COULD get away with updating them far less frequently. Since I had all my simulation logic in physics_process, I lowered the physics tick rate to 10 ticks per second and opened the game to see if that improved performance. And it did drastically improve performance! Performance was buttery smooth with 200 stars. Okay, everything was jittery but that's an easy fix that I'll talk about later. A more pressing issue was that projectiles were now going through objects. Because of the projectile issue I set the tick rate back to 60 per second and instead made a separate loop to update stars and spaceships at only 10 times per second. So projectiles are normal but stars and spaceships are updated much slower. Now, back to the problem of everything being jittery, because of the low update rate, spaceships would appear jittery when moving. The simple fix to that is to just interpolate the visuals of the spaceship between the previous position and the current position. Boom! Massive performance increase with almost no gameplay difference. Now you can jack up the number of stars and still get good FPS.
So is this a game where you seed a galaxy with life and watch the different species progress, become spacefaring, and interact with each other? Something like worldbox?
Found a visual glitch with the borders where the borders of empires that spawn on the galactic rim shoot out into the void
Yea that tracks
It's more focused on empires themselves rather than specific species. War, rebellions, civil war, etc. I'd call it a history simulator
Also, that's not a glitch, it's intended behavior and a natural consequence of voronoi diagrams which is how I display the borders
Can't you fix it by setting a border or something around the galaxy that no empire border can pass?
I think it looks better to have it fade away into nothingness rather than having a hard edge
Actually....I think I see your vision. I just think it looks a little weird in the early game tbh
Hyperlanes! These are for the migration system I'm going to add, spaceships won't use these. The red lines are just a debug draw, the finished version won't look like this.
Diplomacy coming soon
The game now has a steam page. I'm gonna release a demo on steam soon https://store.steampowered.com/app/4361020/GalactiWar__Empire_Simulator/
GalactiWar is a full-blown galactic history simulator. Empires will spawn, grow populations, conquer territory, deal with rebellions, form alliances, advance in technology, and eventually fall. Storylines emerge as empires rise and fall over the centuries. You may choose to observe the simulation or intervene with godly powers. Either way, the…
And heres the trailer https://youtu.be/VM9TfYvpYdw
They approved my demo build so now 0.6 and the steam demo are out!!!!!!!!!!!!!! https://silver4.itch.io/galactiwar-empire-simulator/devlog/1343884/v06-steam-demo-release
itch.io
Psst... Wishlist on Steam -----> https://store.steampowered.com/app/4361020/GalactiWar__Empire_Simulator/ Version 0.6 and the Steam demo is out! If you want, you can play the new version here on itch...
Before and after tonemapping
Free cam mode
Cultures! With pie charts 😍
Love the map--reminds me of SPAZ!!!