Phillip Haye II

Game Programmer and Artist

Colony Simulator Prototype

  • 2021
  • Unity Engine
  • C#

At the time of this prototype, I had recently beaten Outer Wilds and was in one of my RimWorld phases. This prototype was essentially to see if I could build the bones of a RimWorld-like game, but across multiple small planets over which you could fully pan your camera.

In this prototype, I was able to spawn celestial bodies and have them orbit. The actual physics of planet velocity, mass and gravitional pull were simulated, but if I were to continue this game, I’d probably just give them an arbitrary ellpitcal orbit. I don’t know how they figured it out back in the day, keeping orbiting planets from crashing into each other or flying off into space isn’t easy!

There wasn’t much in the way of gameplay in the prototype, but I had reached a point where I had a working coordinate system for procedurally generated planets, could place entities on them, and could have them move on the surface. This laid the groundwork for me to allow the designation of building orders on the surface, but I’d moved onto another prototype before quite finishing that up.