Welcome to my new series, in this episode, we will start with the planetary missions, in the future parts, we will do with some other features (wave editor, purchasable hats for chickens, 2 player games locally, etcâŠ).
Without further ado, letâs start our topic.
So I talked before about how to generate the planetary missions randomly.
However, after some research, I found out thatâs not possible to make it into the game the way I thought about for how the terrain is limited (details on later sections), but I thought a better way to make them, making them longer and more arranged.
How to generate the missions
Before we start the missions themselves I want to separate them into 3 different missions for simplicity:
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Deep Exploration, similar to Epsilon Thalassus (water planet), Gamma Chathon (cave planet)
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Basic Exploration, similar to: Eta Astropelecae (the frozen planet)
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Atmospheric Entry (The Earth)
Now letâs start with Deep Exploration, the most complexiest out all of them.
Terrain
Letâs start with the terrain, it looks so complicated but itâs easy, the only problem is to find out the way, Iâve made these pics to explain how we make them:
So here, the that explains how the terrains are made, as I said there are limitations as I said, the reason why my first idea was not possible is that the terrains work very differently than I thought.
I thought it was a using a way similar to this but it turns out it uses grid wrap, also grid wrap is limited and it canât make transition through multiple directions, it needs to be separated, rotated.
Back to our image, in before the last section, the first and the last terrains are connectors to connect the terrains and the middle is the terrain itself and they can be in any amount (preferred 2-5) and each one= 1 wave including the connectors but no how do we make them slowly go to another direction (e.g left â downwards) now hereâs our second image and why we made the connectors in the first place.
Connecting the terrains
Here the way I got this from is the CI5 planets (especially Gamma Chathon). And then the first direction is chosen randomly and then the next chosen terrain will always be chosen from the 2 nearby directions, I chose 8 directions for simplicity but There will be more directions (e.g between right and downright) in game.
Ceiling
And the last of this section âceilingâ, how we would make the ceiling? Well, My idea is that is a copy of the floor version but rotated 180o, you know there are sections which doesnât include ceiling so we make the randomizer ether create or not create a ceiling for that floor.
Waves
As I said before in the âterrainâ section, we will have decorations and rocks, this also includes the enemies.
I think itâs easy to make them, just make some waves and add them into the terrain. And with the rotated terrains, the waves will be rotated too.
Thatâs it.
Bosses
Our last section of the terrains, the bosses. So to make the bosses, we have to make the boss arenas, so we have 4 Bosses and each one has their own direction,
- Up, Heart of Darkness
- Down, Fly the Coop
- Right, Terror from the Deep
- Left, Ice Cubed
And as we said about the directions, bosses are selected depending on their direction too, These bosses are placeholders for now until we get a boss for each planet, we can re-use the bosses from the normal missions with empty arenas as other placeholders until there are suitable bosses for these planets and add them there.
Mission Types
Weâve finished the first mission type âDeep explorationâ Itâs too long as it needed general rules and the later missions will slowly lose some of the âDeep explorationâ mission features.
Basic Exploration
Itâs almost the same as âDeep explorationâ mission but it now doesnât have any ceilings and apply more themes rather than underwater, cave. they will be themed depending on the planet type (hot, ice, earth, etcâŠ)
Iâve already made custom themes as mods, you can check them out here:
Letâs go back to technical:
And for the directions of the terrains are now limited now it never goes up or down, no matter their direction is.
Atmospheric Entry
The final mission type, this one is veery easy to implement. It only needs the same way we said about adding waves + itâs only in one direction and itâs always to down, it doesnât need any terrains except for the floor at the boss fight (boss arena),
As for the assets thatâs also easy,
We just need one huge gradient sprite for the planet sky + some clouds (if it had) and these clouds get recolored automatically depending on the clouds colors.
Conclusion
And thatâs it for this topic, I know it was a long one but hopefully this time this will make stuff easier, Feel free to post any suggestions or improvements.
andâŠ



