High Level World Design


With multi star system game play currently in development, I think it's time to start talking about how I want the world of Drifters to look. Map design is an incredibly important aspect of game design as it informs how the player thinks about and interacts with everything. When thinking about how I wanted the map to be laid out at a high level I had a few things in mind:

  • The map must encourage a mix of different forms of travel, encouraging effective route planning
  • Travel should force players into combat and hostile regions as much as possible
  • The map must cluster everyone into political regions
  • The overall layout of the map should work regardless of how many factions are added(eg modded factions)

Spoiler alert: It's a giant circle. Mockup courtesy of 10 minutes in Paint

Legend:

  • Each circle is a star system. Nearby systems are all connected via jump points
  • Black lines represent medium distance relays, while brown lines represent special long distance relays
  • Red systems are the kleptocracy, while the singular blue systems are random minor factions

Inner Region

The inner portion of the map will be composed of many highly unstable areas. The background for Drifters is that the center area was once the location of several superpowers, before major economic and political collapse tore it apart, leaving a wasteland of marauders and micro nations vying for the scraps as everyone else drifted(heh) to the outer regions.

While politically unstable, many factions will still move goods into these areas, necessitating large fleets to protect them. This naturally brings them into conflict with other hostile factions trying to do the same, making the area something of a hotbed where anything goes.

Ring

The region represent the politically stable area of the map. As the main superpowers began to fall apart due to immense debt and infighting, new factions began to rise to prominence and formed in a rough circle.

Most large political entities will also have neutral systems in between them and adjacent political bodies, the idea being that these are (de)militarized zones for either trade or conflict.

Outer Regions

This region is primarily used for exploration and bounty quests. The outer portions of the map are areas that were under the process of colonization before the collapse. This forced many of these colonies and stations to be abandoned during the ensuing chaos, leaving many resource sitting around, ripe for the picking.

Additionally, several minor factions have set up shop in these areas, hoping to avoid the conflict of the other two regions.

Fast Travel Distribution

"Long Distance" Relays

Exorbitantly expensive to build, these relays are rare and require large fees to use, or to be in good standing with the faction that owns them. These are exclusively located between the edges of the ring. Provided you get access to them through good standing, these will likely form the backbone of a player's routes around the map. I only want a few of these to exist on a map at once, and most likely one one pair will be reasonably affordable, which keeps their power in check.

Normal Relays

Normal relays are medium range, and intended to be rather haphazardly spread out but at the same time more common. The main point of their distribution is to encourage more ad hoc use, allowing you to shave off a few hops in your course if you plan around them.

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