Unreal Engine Magical Girl Ava and The Cursed Harness - Game Development Journal

mnb341

Newbie
Nov 17, 2018
16
13
For those that are watching, and don't mind a bit of spoiling, I'd love an opinion on how the Air Duct path looks. One person I asked says it looked cute. I'm not sure if it keeps in with the proper characters. If you need a link it's in the spoiler of the previous comment.
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Aridecan

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May 18, 2023
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Thanks for the thought out answer, it really does help. The place I'm aiming for is to have the game to have mixes of cuteness, humor, and hardcore stuff. The balance will be fun to maintain. The one thing I am aiming for is that bondage can also be sensual and romantic in some cases. And it can be cruel in other cases. It will depend on who Meghan will interact with and how things go.

I don't want to spoil too much in these posts, so I won't go on too much further into things.
 

mdzone

New Member
Aug 30, 2020
14
10
Interesting idea with devops, git and jenkins. Probably would´ve used them as well if I havnt found sth better.
I prefer ZFS snapshots and win shadowcopies for small projects now though. :)
ZFS replication is such an awesome way to backup, too.
 
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Aridecan

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May 18, 2023
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Interesting idea with devops, git and jenkins. Probably would´ve used them as well if I havnt found sth better.
I prefer ZFS snapshots and win shadowcopies for small projects now though. :)
ZFS replication is such an awesome way to backup, too.
Can ZFS snapshots branch and merge between team members? And being able to share them with the jenkins server for automated builds?

I'll be the first to admin that git is terrible for game development, because of all the binary files. The industry standard is perforce. But to get that working nicely you need to fork out some money (like for the server if you want it stored in the cloud) or have some sort of local server for it, which can be prone for disasters. It's all a balancing act.
 

mdzone

New Member
Aug 30, 2020
14
10
Can ZFS snapshots branch and merge between team members? And being able to share them with the jenkins server for automated builds?
You can have clones of snapshots, and make those into different datasets. But merging wont be trivial.
Theres ZFS deduplication, too which would allow those datasets to be small on the actual filesystem. That's probably overkill though. (Great use-case for that is have a game server where X ppl can store their Steam library and it only has to store deltas for user data for the same game, basically reducing space requirements by X.)

Main idea still is that ppl work on the same shared network folder. UE has features to share stuff like cache already, unless ppl try to edit same file at once it should work fine. You can ofc combine both, like git only for C++ code and snapshots for anything else.

I setup snapshots to automatically save every 5 min, they get pruned after 2h as well. Then there's daily saves at 0:00.
Rolling back whole project takes 1-2min via Windows shadowcopies (depending on filecount, smb struggles with it a bit, totally not optimized for nvmes) but can be done basically instantly via Truenas UI.

Jenkins should still be able to build fine, could be triggered semi-automatic for example. The build could then be on same drive and can be rollbacked at zero cost (snapshots take little space, only few kbs/mb or so).

I'll be the first to admin that git is terrible for game development, because of all the binary files. The industry standard is perforce. But to get that working nicely you need to fork out some money (like for the server if you want it stored in the cloud) or have some sort of local server for it, which can be prone for disasters. It's all a balancing act.
Git has 3 issues imho:
  • difficulty: extra layer of software/commands, artists have little experience with it, even dev guys sometimes struggle with it
  • space: hashing of data = basically double space cost since most big assests cannot be compressed anyways, as you noted, thats an issue for game dev, for normal source code its still awesome
  • speed / bloat: a result from space as well, why store history of lets say textures for months/years? once they are done, they are done. If you need to redo them have backup of your last X hours or days ready.

Im trying to have an Ulysses pact for my experience with UE, since it tries to become an "all-in-one" solution. => reduce the amount of extra tools needed. Its newest version features a new material editor thats starting to replace Blender. Heard migrating is kinda a pain though, for that you definitely want to have full working folders of the whole project backed-up.

My Truenas server currently has 3 nvme-ssds in "raid-5" and 8 hdds in "raid-6".

Edit 15.05:
Should be also noted, that Win10 for whatever reason doesnt like working on shared folders. Programming can fail, while DX12 cooked, Vulkan SM6 would always throw errors. Linux should give less troubles.
Fix for Win is kinda easy though, Im using UE locally and robocopy files to a samba share. That way I get:
* ~2,5 copy backups
* snapshot feature of ZFS
* better control when to snapshot, basically like a git-commit but its 1 command and saves whole project AND the packaged game at that point
* possibility to mimic a "perforce workflow" with co-workers (one pushes, then waits for other to get that push and push his stuff, then both are synchronized again)
* better performance due to sambas poor performance with small files (nfs is faster, but harder to use snapshots with)

Theres iSCSI, too, but thats kinda nasty to setup. Should trick UE more into thinking its another normal harddrive though...
 
Last edited:

Qfishq

Newbie
Nov 30, 2019
15
16
There's some fun ideas in here! If I'd add, if you want to increase visibility, maybe post about it in some of the community discords of similar games. I know Kinky Dungeon is similar in interest and has a tab for people that want to advertise their own projects.
 

Aridecan

Newbie
May 18, 2023
63
51
There's some fun ideas in here! If I'd add, if you want to increase visibility, maybe post about it in some of the community discords of similar games. I know Kinky Dungeon is similar in interest and has a tab for people that want to advertise their own projects.
Thanks for the suggestion. I want to get much further in development than I am before doing that. I'm currently bogged down in getting my art pipeline working.

I have some simple male and female meshes going, I have clothes going. Trying to figure out the best way to do hair is next, and then getting everything to work nicely in she cel shaders. A lot to learn, and to boil down into something workable.
 

Aridecan

Newbie
May 18, 2023
63
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Dev Report for 2024-12-29:

I've been very remis about reporting on the game. Suffering from low energy and too much work does that to a person. The good news is that I have decided to get some aid from ChatGPT, and help with the world lore and some of the basic design of the game. I've put most of it on World Anvil, even the spoilery stuff (that's hidden!).

In the past week we've been able to do the following:

Worldbuilding Foundations

  1. Setting:
    • Created a cyberpunk-inspired planet and space station ecosystem with unique political, economic, and societal structures.
    • Established a calendar system with three distinct calendars: Earth-based, interstellar (space station), and planetary.
    • Designed holidays, including Founding Day, Midyear Festival, and Harvest Festival, reflecting the planet's culture and seasons.
  2. Political System:
    • Developed a vote block-based democracy where corporations and gangs control political power by securing 100-person voting blocks.
    • Explored the implications of this system on corporate and criminal dynamics, especially around election periods.
  3. Economy:
    • Introduced a dystopian justice system tied to economic exploitation and the black market job fairs.
    • Defined the role and limitations of energy crystals (mana crystals) in powering the economy and society.
Core Gameplay Elements

  1. Jobs System:
    • Designed five primary jobs for Chapter 1:
      • Waitress at Burton’s Bar.
      • Courier/Delivery Person (with tiered vehicles).
      • Mechanic.
      • Hacking/Activist.
      • Bounty Hunter.
    • Detailed the mechanics, unlock conditions, progression, and integration of skills for each job.
  2. Skill System:
    • Developed 50+ skills categorized under core attributes (Strength, Fortitude, Accuracy, Dexterity, Power, Defense, Intelligence, Wisdom, Charisma).
    • Defined skill training mechanics, synergies, and unique in-game applications.
    • Highlighted the use of skills in combat, exploration, stealth, and narrative progression.
  3. Attributes & Pools:
    • Finalized the primary attributes and their pairings for attack and defense mechanics.
    • Designed three pools: Stamina, Mana, and Consciousness.
      • Added training methods, consequences for depletion, and regeneration mechanics.
Core Story Development

  1. Prologue & Chapter 1:
    • Established Meghan’s arrival on the planet and her initial goal of studying for an entrance exam.
    • Introduced her roommates, Celeste and Terry, and their dynamics.
    • Defined the main conflict of Chapter 1: <censored>
    • <censored>
  2. Tierney’s (the antagonist) Personas:
    • Crafted the intricate web of Tierney’s personas <censored>
    • Developed relationships with key characters, <redacted>
    • Explored Tierney’s ultimate goal <censored>
  3. Magical Girl Mechanics:
    • Designed the mana crystal system for spells and abilities.
    • Defined the importance of purification, tuning, and usage of crystals in wands and other devices.
    • Introduced the idea of magical girls as pivotal players in the planetary economy and corporate intrigue.
  4. Supporting Cast:
    • Detailed the dynamics between Meghan, Terry, and Celeste.
    • Outlined the personalities, motivations, and development arcs for other magical girls.
Combat, Conditions, and Elements

  1. Combat System:
    • Introduced dynamic combat mechanics focusing on melee, ranged, and magical attacks.
    • Added skill-specific conditions like staggered, stunned, burning, frozen, and poisoned.
    • Integrated the use of elemental interactions (heat/cold, creation magic, and electricity).
  2. Condition Mechanics:
    • Designed conditions like binding and escape artist as tools for both gameplay and narrative.
    • Emphasized the balance between character agency and gameplay challenge, ensuring players are never locked out entirely.
Tools and Interfaces

  1. HUD and Skill Sheet:
    • Discussed a customizable HUD via a smartphone interface.
    • Highlighted the importance of licenses and augmentations to bypass in-game caps on attributes and skills.
  2. Reputation and Black Market Dynamics:
    • Incorporated a reputation system to unlock advanced job tiers and influence NPC interactions.
    • Explored freeform gameplay mechanics, allowing players to establish themselves organically in the world.
Narrative and Roleplay Hooks

  1. Faction Interactions:
    • Explored faction-specific bounties, corporate espionage, and job-driven narratives.
    • Introduced gang dynamics and rivalries as major story arcs and mission sources.
  2. Moral and Strategic Decisions:
    • Integrated branching gameplay choices affecting relationships, alliances, and narrative outcomes.
    • Highlighted character growth through jobs, skills, and personal dynamics.
Next Steps

  1. Attributes and Stats:
    • Expand on specific attributes and their in-game applications.
  2. Black Market Job Fairs:
    • Explore deeper mechanics and narratives for the black market system.
  3. Entrance Exam Arc:
    • Flesh out Meghan’s journey to pass the school entrance exam.
  4. The Big 20:
    • Write detailed articles on the remaining major corporations. 6 have been written up
  5. Finalize Holidays:
    • Complete articles on planetary and space station holidays.
Yes, that was all done in the past week! No work this week, so I could focus on the game for once. It's still a disorganized mess, but ChatGPT is good at taking my stream of consciousness and producing lore documents. Sometimes (a lot) I have to correct it and adjust things, and make sure it's not plagiarizing. Sometimes, I go with what it has. One of the big complaints people have with it is that AI hallucinates. To me, that's a benefit because I'm making a fictional universe.

Summary: The game is still in progress, and thanks to ChatGPT, I've been able to push out a lot of world-building information onto the world anvil site. This is a lot of 'throw it at the wall and see what sticks'. And there are some things I will have to do without ChatGPT's help, like sexual attacks and skills.
 

Aridecan

Newbie
May 18, 2023
63
51
Woohoo, lore! What I read so far was pretty interesting.
Thanks, it seems to be coming together on everything. Still a fair amount of lore to put together. With enough lore there and enough defined then when it comes to building everything out, there'll be less unknowns.
 

Aridecan

Newbie
May 18, 2023
63
51
And I as I work on things, I was thinking the JMC (The Juentual Mining Corporation) would probably be the most exploitive. But the hitsunami group seems to be worse. And this just came up as I started to work on the history of the station rats. Turning into something very interesting for Meghan and crew to discover if they go down that path.
 

Kabani1489

New Member
May 12, 2024
1
1
This look incredible I can't wait for it to release, as a big fan of Bondage and fighting. If I can ask do you know when demo will be avalible. Keep working couse this looks very promising. Best regards
 
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Aridecan

Newbie
May 18, 2023
63
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This look incredible I can't wait for it to release, as a big fan of Bondage and fighting. If I can ask do you know when demo will be avalible. Keep working couse this looks very promising. Best regards
I hope to get a demo out this year (2025). It all really depends on how much time I get to work on it. And if I can find things to make the work flow better. I do plan on releasing some tech demonstrators as I start to build things up. Like a combat proof of concept or something similar to that.
Right now I've gone down the lore rabbit hole, and I'm working on demographics of the city. And defining a major event in the lives of everyone in the city.
I started to type at chatGPT and talk about what we're calling the exodus. What's called the Juentual Flu broke out on the planet 5 years ago, severe flu like symptoms that only affected people less than 18 years old. It was 100% fatal, and the only way to cure it was to get off the planet. So 95% of the population left the planet and went to the neighbouring space colony. This is what ChatGPT has said about the Exodus. I found it interesting and it helps to fill out the lore around the city.

The Exodus Timeline
  1. First Month: Scrambling to Survive
    • Limited Shuttle Capacity:
      • Only shuttles available, evacuating ~2,818 people in the first month.
      • Tensions rise as families compete for limited space, with corporate influence dictating priority.
    • Mobilizing the Liners:
      • Mega-corporations fund the purchase or repurposing of 10 passenger liners.
      • Heroic logistical effort to coordinate FTL travel:
        • Earth to Departure Point: Maneuvering within Sol-like systems to align with FTL lanes.
        • FTL Travel: ~1 day between stars but requiring careful timing to align departure and destination stars.
        • Juentual 3 Arrival: Each liner appears staggered over two weeks, requiring intense coordination.
  2. Months 2–2.5: Liner-Based Evacuations
    • Catapult Capacity at Peak:
      • With 9 liners operational and 1 undergoing emergency repair at any given time, evacuation proceeds at full capacity (1,600 passengers/hour).
      • Disasters and delays extend the timeline to ~2.5 months.
    • Staggered Liner Arrivals:
      • Liners arrive 0.5–5 days apart, stretching over two weeks to stabilize evacuation throughput.
Disasters and Complications
  1. Catapult Capacitor Failure:
    • Disaster: Overuse damages capacitors, leading to catastrophic power surges and explosions.
    • Impact: Evacuations halted for 1–2 days while repair crews risk their lives to restore functionality.
    • Narrative Opportunity: Players could relive or investigate these events, adding drama and stakes.
  2. Liner Engine Malfunction:
    • Disaster: A liner's primary engine fails during the journey, delaying its arrival by 1–2 days.
    • Impact: Overcrowding at the shuttle launch sites as passengers queue, desperate to leave.
    • Heroism: Engineers aboard the liner working against the clock to restore functionality.
  3. Shuttle Mishaps:
    • Mid-Trip Breakdown: A shuttle experiences mechanical failure en route to the liner, requiring rescue.
    • Overcrowding: Mismanagement or panic causes shuttles to exceed capacity, risking system failures.
    • Players’ Role: Potentially saving passengers, managing panic, or repairing systems under fire.
  4. Societal Tensions:
    • Elite Priority: Widespread resentment as elites secure evacuation spots ahead of non-elites.
    • Black Market Influence: Criminal gangs exploit the chaos, charging exorbitant fees for shuttle seats or sabotaging evacuation efforts to consolidate power.
Heroism and Sacrifice
  1. Corporate Coordination:
    • Rival megacorporations unite briefly to fund and mobilize liners, underscoring the gravity of the crisis.
    • Potential narratives of sabotage or opportunistic behavior despite the shared goal.
  2. Engineering Feats:
    • Repairing the catapult under fire or with limited resources becomes a testament to ingenuity and resilience.
    • Liner crews going above and beyond to ensure passengers’ safety, despite life-threatening risks.
  3. Personal Stories:
    • Characters like Imara reflecting on the exodus and the emotional scars left behind.
    • Players learning about lives saved, lost, or forever altered by the chaos.
Key Narrative Themes
  1. Desperation and Resilience:
    • The exodus highlights the fragility of human systems but also the unyielding will to survive.
  2. Inequality and Injustice:
    • The elite’s preferential treatment contrasts starkly with the struggles of non-elites.
  3. Heroism and Human Spirit:
    • Amid disasters and chaos, stories of selflessness and ingenuity shine through.
Gameplay Opportunities
  1. Interactive Flashbacks:
    • Missions to repair the catapult, rescue shuttle passengers, or navigate liner crises.
  2. Investigation and Reflection:
    • Players uncover the untold stories of the exodus, adding depth to the world’s history.
  3. Societal Consequences:
    • The exodus leaves lasting scars, influencing societal dynamics and character motivations.
This narrative offers a rich tapestry of events that can deeply tie into character backstories, societal themes, and the game’s overarching lore



I have been attempting to stream some of the world building but I always get a bit nervous about twitch TOS. But we'll see what happens with it.
 
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Aridecan

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May 18, 2023
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Developer Log: Week Ending January 5, 2025
Summary
This week marked significant strides in refining the demographics and mechanics of the game, particularly with advancements in the city population's representation, system lore, and character interactions. Below is a detailed summary of progress made:

1. Planetary Demographics
  • Expanded the population database of Juentual Three to account for 85,000 residents classified by gender, race, status, and job categories.
  • Key Ratios:
  • Gender imbalance noted with an 8.5:1 female-to-male ratio, influenced by societal, biological, and technological factors such as:
  • Male casualties in interstellar wars.
  • Corporate manipulation favoring gender transitions from male to female.
  • Declining Y chromosome viability over generations.
  • Employment breakdown refined with focus on high-skill, low-skill, and criminal sectors.
2. Narrative and Mechanics
  • Finished defining the corporations, a total of 21 corporations have been expanded
  • Character information. Filled out the information on all the major characters
  • Better defined the relationship between Meghan's roommates
  • Created some typical encounters.
3. Game Mechanics
  • Defined all the skills
  • Defined all the attributes
  • Defined the Character/skill sheet and how it works in fiction and how it hooks into the Black Market Job Fairs
  • Defined how to grow skills and attributes
  • Defined how attribute and skill caps work
5. Educational System
  • Named the two tertiary schools, JMS and MCI
  • Named the university
  • Described the lay out of MCI and what it represents
6. Filling out Background Elements
  • Written up articles on the cultural holidays and other similar things.
1. History
  • Created a galactic timeline for humanity
  • Created a history about the founding of Juentual 3.


In all worked with ChatGPT on about about 350 different points of interest, and carving out world building articles for them.





Next Steps
  • Daily life and Social Dynamics – How does the daily life work on Juentual 3
  • Entertainment and Leisure – what do people do for this
  • Food and Cuisine
  • Religion and Philosophy
  • Arts and Crafts
  • Education and Knowledge sharing – how do people gain knowledge and skills outside of the schools?
  • Politics and Social Structures. – Need to talk more about voting and how it is done and by who
  • Transportation and Infrastructure
  • How do people get around the city
  • Talk a bit more about interplanetary travel
  • Energy and power – what powers the city
  • Subcultures and the Underground Scene
  • Are there any resistance movements
  • Hobbies and niche interests
  • Black markets
  • Wildlife and Environment
  • Flora and Fauna
  • Climate Zones
  • Energy Crystal Ecosystem – how are they mined?
 
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Aridecan

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May 18, 2023
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Developer Log – Worldbuilding Progress

Date:
2025-01-19

Overview

Since the last dev log significant progress has been made in defining key aspects of the city, its governance, corporate zones, infrastructure, and entertainment culture. This DevLog outlines the latest developments, covering city planning, corporate sectors, underground systems, government operations, and entertainment.

1. City Planning & Districts

  • Defined the Downtown Core:
    • 2x2 km super-built-up downtown, with 120-150 story buildings.
    • Two 150-story skyscrapers (banks) defined, taking up only 0.25% of the city area.
    • Total of 320 usable city blocks after accounting for streets and sidewalks.
  • Corporate Block Allocation Completed:
    • Juentual Mining Corporation (JMC) occupies 20 blocks, the largest of any corporation.
    • Other major corporations mapped, with a total of 120 corporate-occupied blocks.
    • 44 blocks allocated to malls, leaving 180 blocks for other purposes.
  • Malls Finalized:
    • Juentual Mining Mall (JMM) (30 blocks):
      • 7 commercial stories, 8 parking stories, 80-story residential skyscrapers above.
      • High-density worker housing, tightly packed.
    • Liza Shipwright Mall (14 blocks):
      • 5 commercial stories, 6 parking stories, taller but spaced-out residential skyscrapers.
      • Affluent area, boutique shopping, premium VR entertainment.
  • Government Buildings Defined:
    • Main Government Operations Tower (100 stories, 1 block):
      • Houses Police HQ, Fire HQ, and Court System.
      • Surrounded by skyscrapers on three sides, with restricted sky bridges.
      • Underground holding cells with rumored tunnels to the Black Market Job Fairs.
    • Juentual Medical Research Hospital (JMRH) (78 stories):
      • Next to the university, dedicated to biotech, cybernetics, and pandemic research.
    • Public services (police, fire stations, clinics) integrated into lower floors of existing buildings.
    • Abandoned skyscrapers repurposed as drone maintenance hubs to prevent urban collapse.
2. Hidden Infrastructure & The Underground Economy

  • Subway System Completed But Never Used:
    • Built before the Exodus, now repurposed as an underground economy hub.
    • Black Market Job Fairs held in abandoned subway stations under corporate HQs.
  • Black Market Job Fairs Finalized:
    • Unofficially "sponsored" by the corporations whose HQs sit above the stations.
    • "Fair" for corporations, not for workers.
    • Neutral ground for corporate recruiters, even rival factions respect the no-violence rule.
    • Corporations use "Tax Code 8129" to write off black market transactions, ensuring no one investigates.
    • Secret tunnels connect holding cells to the subway, allowing prisoners to "vanish" into forced labor.
3. Entertainment & Leisure Culture

Popular Media


  • Corporate-produced holo-dramas, AI-influencers, and neural-streaming entertainment dominate.
  • VirtuLife Interactive creates fully immersive VR storytelling.
  • SMU Corporation specializes in adult content and alternative sensory experiences.
  • True Crime VR and corporate propaganda disguised as entertainment thrive.
Sports & Games

  • Gravityball – A high-speed sport using magnetized shoes and zero-G assist tech.
  • Urban Circuit RacingHover-bike street racing, often tied to gambling syndicates.
  • Neural-Linked Fighting Rings – Participants connect directly to the audience’s minds, transmitting pain/adrenaline.
  • Nano-Arena Combat – A dangerous underground bloodsport using combat nanites.
Nightlife & Social Entertainment

  • Neon District (Mainstream Clubs) – High-end corporate clubs, VR nightclubs, and AI-hosted lounges.
  • Underground CultureMasked identity clubs, black market raves, body mod cafés.
  • Corporate-Only Events – Executive-only "Neural Loyalty Ceremonies" and Off-World Retreats.
4. Key Government & Corporate Figures

  • Mayor Lexa Caulfield – Charismatic but fully controlled by corporate interests.
  • City Council ("Corporate Roundtable")12 members, each representing major corporations.
  • Chief of Police (Gareth Myles) – Corrupt, rumored ties to the Black Market Job Fairs.
  • Fire Chief (Ingrid Canto)One of the few honest officials, but ignored.
  • Corporate Compliance Director (Julian Rooke)Takes bribes to ensure corporate immunity.
  • Judge Regan Holt ("The Guillotine")Harsh sentences for the poor, corporate criminals never see trial.
 

Aridecan

Newbie
May 18, 2023
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Project Updates & Worldbuilding Progress (2025-01-26)

Planetary Naming Revisions


  • The planet Juentual Three has been officially renamed Terridyn, as it is easier to pronounce.
  • The moons Alpha and Beta have been renamed to Naidra and Sirdal, respectively.
Lore & Worldbuilding Expansions

Refined Societal Structure & Economy of Terridyn


  • The dystopian economic system on Terridyn has been further developed, focusing on:
    • Employment Contracts & Forced Labor Auctions: The economy continues to be dictated by the Big 20 corporations, enforcing 4-6 month unbreakable contracts.
    • Black Market Job Fairs & Police Auctions: Captured individuals and criminals are sold into corporate contracts via black-market job fairs or police-run "criminal labor auctions."
    • S.T.A.L.K.E.R. AI System: This corporate-run tracking system monitors employment, contract status, and work hours to prevent workers from escaping their obligations.
Refined Food and Cuisine of Terridyn

  • Worked on how people eat everyday, split between corporate cafeterias, food carts, and walk in resturants.
  • Worked on some signature foods for Terridyn.


Refined Religion and Philosophy of Terridyn

  • Defined what religions and philosophies were carried over from present day earth. Mainly Shinto and Buddhism
  • Defined how money and wealth are seen as worthy while being poor is looked down on
  • Came up with the new religion "Murphism."


Refined Arts and Crafts of Terridyn

  • Worked on defining the type of art on the planet
  • Defined the standard fashions for Humans, Heavy Worlders and Resource Optimized Humans
Worked on Subcultures and Underground Scenes

  • Worked on defining the underground economy some more


Almanac Development

Almanac Program Features


The Almanac program is being developed as an in-game tool for tracking planetary data and time.

Current Features:

Calendar Conversion

  • Converts between the three major calendars:
    • Gregorian Calendar (Earth Standard).
    • Interstellar Calendar (Used for galactic trade and travel).
    • Terridyn Planetary Calendar (Local planetary timekeeping).
  • Automatically fills in day of the week (Monday-Sunday).
  • Displays month names for both Gregorian and Terridyn planetary calendar.
Orbital & Seasonal Tracking

  • Displays current orbital angle of Terridyn and its moons Naidra and Sirdal.
  • Displays the current season on the planet.
Colony Distance & Travel Time Calculation

  • Calculates:
    • Distance between Terridyn and the Solar Orbital Colony.
    • One-way travel time based on orbital positions.
Time-Based Data Retrieval

  • Entering any date from any of the three calendars provides full astronomical and environmental data for that time period.
Planned Features:

Dynamic Weather System

  • Predict local planetary weather based on historical seasonal patterns.
Localized Time Zones & Sun Position

  • Calculate sunrise/sunset times for different corporate-controlled regions of Terridyn.
Trade Route Projection

  • Map out optimal space travel routes based on planetary alignments.
User Interface & Integration

  • Work on integrating the Almanac into Terridyn’s in-game UI, ensuring that timekeeping is intuitive and accessible.