jkruse7 / cs1666_pixelstellar

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PixelStellar

by Pixel Stellars

Team Members

Game Description

Pixelstellar will be a sandbox-esque game with a simulated world, similar to the game Noita. There will be multiple elements in the world which can be manipulated and all have different properties. The gameplay will involve exploring procedurally generated worlds with different biomes. The player will act as an astronaut exploring new planets/worlds they encounter in deep space. There will be 7 planets (one per team member) that the player will travel to. Each team member will come up with their own planet (artwork, idea, and at least one unique attribute or property of the enemy that spawns there). Progress through each planet will come from killing 5 enemies on that planet, and safely returning to your ship. The goal of the player will be to successfully explore/survive the 7 planets (by successfully killing the enemies they encounter).

Concept Art:
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Advanced Topic Description

Physics Simulation

The base of the game will revolve around a simulated 2d world, where all active (foreground) pixels will have a particular element with its own set of unique properties. For instance, liquids should flow with gravity, while gasses will float into the air. Potential later elements may include fire, air (wind), and more. The advanced topic here will involve simulating an entire screen of interactable pixels while maintaining performance, as well as allowing all of the elements to behave in a realistic manner.

Procedural Generation

Each planet will be procedurally generated with terrain, natural structures (mountains, caves, etc.). There will be a different biome for each planet with biome-specific generation. The advanced topic here will involve many algorithms that generate randomness, such as poisson disk sampling. These algorithms will be fine-tuned and layered for each planet to generate "realistic" looking terrains. The end goal is to have infinitely generating terrain in the left and right directions. Additionally, we will integrate two key algorithms to further enhance the complexity and realism of the environment. Cellular automata will be used to aid in real-time particle physics simulation and interactions between different elements, while also generating small environmental variations within the terrain to add dynamic local features. Poisson disk sampling, Perlin noise along with other noise generation algorithms, will be used to create larger, more natural terrain variations, ensuring smoother transitions and realistic landscape formations across the planetary environments.

Midterm Goals

Final Goals

Stretch Goals