I wanted to build a space management game that blends a relaxed aesthetic with mechanical depth. I managed to go from a blank project folder to a functional, visual simulation loop in under an hour.
What is working:
The Gas Equilibrium Loop: The game handles real-time atmospheric math in C#. The biodome constantly leaks pressure into the harsh exoplanet void, pulling the interior stats toward a toxic environment.
Photosynthetic Balance: Active plants consume ambient CO2 and convert it into oxygen over time. If CO2 drops to zero, the crops stop producing.
Grid System: I set up a TileMap layer that tracks the mouse cursor, converts pixel inputs into exact grid coordinates, and prevents duplicate planting on the same cell.
The Result:
Clicking on the greenhouse floor stamps down a placeholder sprout tile at that intersection.
The script tracks the placement, updates the plant count, and shifts the gas metrics instantly.
Next Steps:
Now that the baseline grid and equations are locked down, the next phase is moving away from placeholder textures. I am going to create clean pixel art assets and set up planet profiles based on real NASA Exoplanet Archive data.
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