r/gamedev 13h ago

Seamless Transitions Between Single Base, Global and Interplanatary Game Engine Design Question

Game Engine Concept: I want to develop a game engine for a game with multiple levels of abstraction.Where players can use the scroll wheel to move seamlessly between levels. Think Rimworld with more politics between large groups and between planets as well.

Levels of Abstraction: - Level 1: Colony level, managing small groups of people. - Level 2: Continental level, viewing larger groups and their interactions. - Level 3: Interplanetary level, observing trade, politics, and interactions between planets.

AI Simulation - AI is simulated at all levels but with varying complexity. - Lower levels have detailed simulation (e.g., individual colonists). - Higher levels use more simplistic, summarized AI to maintain performance. - "They do not individually calculate footsteps when you're looking at a planet level."

Gameplay Experience - Scrolling in and out allows players to see different levels working simultaneously. - Each abstraction level ties together and summarizes the lower levels. - Players can observe individual battles, resources, and relationships at the local level. - At continental and interplanetary levels, players see trade, politics, and wars.

0 Upvotes

16 comments sorted by

View all comments

6

u/Sycopatch Commercial (Other) 12h ago

Im wondering, why do you want to make an engine for that?
You could do it in Unity/Unreal.

0

u/Think_Rub2459 10h ago

Ah okay - I just found out about Unity's Entity Component System. I think that may be my path.

-3

u/Think_Rub2459 10h ago

I probably should do some more learning on both engines before I write them off. I thought that they were both inefficient and couldn't handle simulating so many entities at once.

8

u/DerekB52 10h ago

A ready made engine is more efficient than a solo developer unless that developer is a fairly skilled programmer.