Difference between revisions of "User:TheCiscoKid"

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==Original Elite Universe==
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Information sourced from: [https://elite.bbcelite.com/deep_dives/a_sense_of_scale.html A sense of scale]
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Our ship is always at the centre of the Elite universe, the planet and the sun actually move relative to us in the opposite direction to our flight path while our ship stays at the origin. Similarly, our ship's speed gets subtracted from the z-coordinates of all other ships in the bubble, thus effectively moving our ship forwards by pushing everything else back.
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*'''System:''' 16,777,214 cube
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*'''Ship size (max):''' 510 cube
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*'''Local bubble:''' radius 57,344 sphere
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*'''Planet:''' radius 24,576 sphere, distance from station 65,536
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*'''Sun:''' radius 24,576 sphere, distance from planet 65,536 to 458,752 range (based on seed)
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*'''In-system jump:''' 65,536
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*'''Speed:''' Units covered per game-code loop
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==Design Principles==
 
==Design Principles==
 
''"The code is more what you'd call guidelines, than actual rules."'' - Captain Barbossa
 
''"The code is more what you'd call guidelines, than actual rules."'' - Captain Barbossa

Revision as of 11:35, 22 July 2025

Original Elite Universe

Information sourced from: A sense of scale

Our ship is always at the centre of the Elite universe, the planet and the sun actually move relative to us in the opposite direction to our flight path while our ship stays at the origin. Similarly, our ship's speed gets subtracted from the z-coordinates of all other ships in the bubble, thus effectively moving our ship forwards by pushing everything else back.

  • System: 16,777,214 cube
  • Ship size (max): 510 cube
  • Local bubble: radius 57,344 sphere
  • Planet: radius 24,576 sphere, distance from station 65,536
  • Sun: radius 24,576 sphere, distance from planet 65,536 to 458,752 range (based on seed)
  • In-system jump: 65,536
  • Speed: Units covered per game-code loop

Design Principles

"The code is more what you'd call guidelines, than actual rules." - Captain Barbossa

  • Bushnell's Law
  • Intrinsic Motivation
  • Tactile/Kinaesthetic Satisfaction
  • Flow state/the zone
  • Elegance
    • Minimize Context Sensitivity
    • Maximize Gameplay Parity
  • Modularity/Sandbox Design
  • Gameplay Density
  • Mechanical (skill-based) Progression
    • Unlocks should help guide the player without overwhelming them (clarity/comprehension-gating), the dopamine hit of progression is just the cherry on top. Inverting this relationship to focus on the dopamine hit is gambling design.
  • Punish Inattention, not Ineptitude
  • Threat-Reward Inversion
    • That which you chase, becomes that which chases you, and vice-versa, on-and-on, like a snake eating its own tail